Fix wrong unaligned SB state when fetching compute shaders (#5223)
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68848000f7
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1 changed files with 9 additions and 3 deletions
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@ -151,8 +151,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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ShaderProgramInfo info = cs.Shaders[0].Info;
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ShaderProgramInfo info = cs.Shaders[0].Info;
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bool hasUnaligned = _channel.BufferManager.HasUnalignedStorageBuffers;
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for (int index = 0; index < info.SBuffers.Count; index++)
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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{
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BufferDescriptor sb = info.SBuffers[index];
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BufferDescriptor sb = info.SBuffers[index];
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@ -177,9 +175,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), size, sb.Flags);
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_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), size, sb.Flags);
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}
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}
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if ((_channel.BufferManager.HasUnalignedStorageBuffers) != hasUnaligned)
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if (_channel.BufferManager.HasUnalignedStorageBuffers != computeState.HasUnalignedStorageBuffer)
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{
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{
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// Refetch the shader, as assumptions about storage buffer alignment have changed.
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// Refetch the shader, as assumptions about storage buffer alignment have changed.
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computeState = new GpuChannelComputeState(
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qmd.CtaThreadDimension0,
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qmd.CtaThreadDimension1,
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qmd.CtaThreadDimension2,
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localMemorySize,
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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