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path: root/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
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Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
index a1a2054c..a2219b36 100644
--- a/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
+++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
@@ -12,16 +12,17 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
RunOptimizationPasses(blocks);
int sbUseMask = 0;
+ int ubeUseMask = 0;
// Those passes are looking for specific patterns and only needs to run once.
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
- GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask);
+ GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask, ref ubeUseMask);
BindlessToIndexed.RunPass(blocks[blkIndex], config);
BindlessElimination.RunPass(blocks[blkIndex], config);
}
- config.SetAccessibleStorageBuffersMask(sbUseMask);
+ config.SetAccessibleBufferMasks(sbUseMask, ubeUseMask);
// Run optimizations one last time to remove any code that is now optimizable after above passes.
RunOptimizationPasses(blocks);