mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-28 11:50:50 +01:00
Remove some unused constants and other code
This commit is contained in:
parent
3ab5c23f49
commit
a31fced221
@ -7,16 +7,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
static class BindlessToIndexed
|
||||
{
|
||||
private const int StorageDescsBaseOffset = 0x44; // In words.
|
||||
|
||||
private const int UbeStorageDescsBaseOffset = 0x84; // In words.
|
||||
private const int UbeStorageMaxCount = 14;
|
||||
|
||||
private const int StorageDescSize = 4; // In words.
|
||||
private const int StorageMaxCount = 16;
|
||||
|
||||
private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
|
||||
|
||||
public static void RunPass(BasicBlock block)
|
||||
{
|
||||
// We can turn a bindless texture access into a indexed access,
|
||||
|
@ -9,9 +9,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
private const int StorageDescsBaseOffset = 0x44; // In words.
|
||||
|
||||
private const int UbeStorageDescsBaseOffset = 0x84; // In words.
|
||||
private const int UbeStorageMaxCount = 14;
|
||||
|
||||
private const int StorageDescSize = 4; // In words.
|
||||
private const int StorageMaxCount = 16;
|
||||
|
||||
@ -23,11 +20,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
|
||||
int sbEnd = sbStart + StorageDescsSize;
|
||||
|
||||
// This one is only used on compute shaders.
|
||||
// Compute shaders uses two separate sets of storage.
|
||||
int ubeSbStart = UbeStorageDescsBaseOffset;
|
||||
int ubeSbEnd = UbeStorageDescsBaseOffset + StorageDescSize * UbeStorageMaxCount;
|
||||
|
||||
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
|
||||
{
|
||||
if (!(node.Value is Operation operation))
|
||||
@ -44,11 +36,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
int storageIndex = SearchForStorageBase(asgOperation, sbStart, sbEnd);
|
||||
|
||||
/*if (storageIndex < 0 && stage == ShaderStage.Compute)
|
||||
{
|
||||
storageIndex = SearchForStorageBase(asgOperation, ubeSbStart, ubeSbEnd);
|
||||
}*/
|
||||
|
||||
if (storageIndex >= 0)
|
||||
{
|
||||
node = ReplaceGlobalWithStorage(node, storageIndex);
|
||||
|
Loading…
Reference in New Issue
Block a user