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Remove some unused constants and other code

gdk пре 6 година
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a31fced221

+ 0 - 10
Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs

@@ -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,

+ 0 - 13
Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs

@@ -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);