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authorriperiperi <rhy3756547@hotmail.com>2022-06-17 17:09:14 +0100
committerGitHub <noreply@github.com>2022-06-17 13:09:14 -0300
commit99ffc061d30c92f224c6b839290e181b6179893d (patch)
treef25bd915077d9ce1844c4efcb38e59c96ee5f70e /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parentd987cacfb720f2f4bc18958fc26ac0893903c090 (diff)
Optimize Texture Binding and Shader Specialization Checks (#3399)1.1.149
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index df4b9d12..0779bf2c 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -418,7 +418,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
{
- return cpShader.SpecializationState.MatchesCompute(channel, poolState);
+ return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
}
return false;
@@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
- return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState);
+ return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true);
}
/// <summary>