Revert "Vulkan, OpenGL: Hook up storage buffer alignment code"
This reverts commit 9e2997c4b6
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parent
432d48d9c8
commit
57a4388e2d
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@ -1938,21 +1938,14 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
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bool is_written) const {
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bool is_written) const {
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const u32 size = gpu_memory->Read<u32>(ssbo_addr + 8);
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const u32 size = gpu_memory->Read<u32>(ssbo_addr + 8);
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const u32 alignment = runtime.GetStorageBufferAlignment();
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr);
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const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
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const u32 aligned_size =
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Common::AlignUp(static_cast<u32>(gpu_addr - aligned_gpu_addr) + size, alignment);
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(aligned_gpu_addr);
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if (!cpu_addr || size == 0) {
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if (!cpu_addr || size == 0) {
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return NULL_BINDING;
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return NULL_BINDING;
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}
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}
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + size, Core::Memory::YUZU_PAGESIZE);
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + aligned_size, Core::Memory::YUZU_PAGESIZE);
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const Binding binding{
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const Binding binding{
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.cpu_addr = *cpu_addr,
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.cpu_addr = *cpu_addr,
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.size = is_written ? aligned_size : static_cast<u32>(cpu_end - *cpu_addr),
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.size = is_written ? size : static_cast<u32>(cpu_end - *cpu_addr),
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.buffer_id = BufferId{},
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.buffer_id = BufferId{},
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};
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};
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return binding;
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return binding;
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@ -160,10 +160,6 @@ public:
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return device.CanReportMemoryUsage();
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return device.CanReportMemoryUsage();
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}
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}
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u32 GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetShaderStorageBufferAlignment());
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}
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private:
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private:
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static constexpr std::array PABO_LUT{
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static constexpr std::array PABO_LUT{
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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@ -236,7 +236,6 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.needs_demote_reorder = device.IsAmd(),
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.needs_demote_reorder = device.IsAmd(),
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.support_snorm_render_buffer = false,
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.support_snorm_render_buffer = false,
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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} {
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} {
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if (use_asynchronous_shaders) {
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if (use_asynchronous_shaders) {
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@ -330,10 +330,6 @@ bool BufferCacheRuntime::CanReportMemoryUsage() const {
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return device.CanReportMemoryUsage();
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return device.CanReportMemoryUsage();
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}
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}
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u32 BufferCacheRuntime::GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetStorageBufferAlignment());
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}
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void BufferCacheRuntime::Finish() {
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void BufferCacheRuntime::Finish() {
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scheduler.Finish();
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scheduler.Finish();
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}
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}
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@ -73,8 +73,6 @@ public:
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bool CanReportMemoryUsage() const;
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bool CanReportMemoryUsage() const;
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u32 GetStorageBufferAlignment() const;
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[[nodiscard]] StagingBufferRef UploadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef UploadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef DownloadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef DownloadStagingBuffer(size_t size);
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@ -344,7 +344,6 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
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driver_id == VK_DRIVER_ID_AMD_PROPRIETARY || driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE,
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driver_id == VK_DRIVER_ID_AMD_PROPRIETARY || driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE,
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.support_snorm_render_buffer = true,
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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};
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};
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