mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-12 21:24:27 +01:00
Query Cache: Simplify Prefix Sum compute shader
This commit is contained in:
parent
c8237d5c31
commit
a07c88e686
@ -42,6 +42,7 @@ set(SHADER_FILES
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present_bicubic.frag
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present_gaussian.frag
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queries_prefix_scan_sum.comp
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queries_prefix_scan_sum_nosubgroups.comp
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resolve_conditional_render.comp
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smaa_edge_detection.vert
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smaa_edge_detection.frag
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@ -72,6 +73,7 @@ if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
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endif()
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set(GLSL_FLAGS "")
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set(SPIR_V_VERSION "spirv1.3")
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set(QUIET_FLAG "--quiet")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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@ -125,7 +127,7 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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@ -1,26 +1,24 @@
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// SPDX-FileCopyrightText: Copyright 2015 Graham Sellers, Richard Wright Jr. and Nicholas Haemel
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// SPDX-License-Identifier: MIT
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// Code obtained from OpenGL SuperBible, Seventh Edition by Graham Sellers, Richard Wright Jr. and
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// Nicholas Haemel. Modified to suit needs and optimize for subgroup
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 460 core
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#extension GL_KHR_shader_subgroup_basic : require
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#extension GL_KHR_shader_subgroup_shuffle : require
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#extension GL_KHR_shader_subgroup_shuffle_relative : require
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#extension GL_KHR_shader_subgroup_arithmetic : require
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#ifdef VULKAN
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS \
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} \
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;
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_INPUT_BUFFER 0
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#define BINDING_OUTPUT_IMAGE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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@ -43,19 +41,20 @@ END_PUSH_CONSTANTS
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layout(local_size_x = 32) in;
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layout(std430, binding = 0) readonly buffer block1 {
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uvec2 input_data[gl_WorkGroupSize.x];
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uvec2 input_data[];
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};
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layout(std430, binding = 1) writeonly coherent buffer block2 {
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uvec2 output_data[gl_WorkGroupSize.x];
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layout(std430, binding = 1) coherent buffer block2 {
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uvec2 output_data[];
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};
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layout(std430, binding = 2) coherent buffer block3 {
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uvec2 accumulated_data;
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};
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shared uvec2 shared_data[gl_WorkGroupSize.x * 2];
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shared uvec2 shared_data[2];
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// Simple Uint64 add that uses 2 uint variables for GPUs that don't support uint64
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uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
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uint carry = 0;
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uvec2 result;
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@ -64,61 +63,102 @@ uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
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return result;
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}
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void main(void) {
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uint id = gl_LocalInvocationID.x;
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uvec2 base_value_1 = (id * 2) < max_accumulation_base ? accumulated_data : uvec2(0);
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uvec2 base_value_2 = (id * 2 + 1) < max_accumulation_base ? accumulated_data : uvec2(0);
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uint work_size = gl_WorkGroupSize.x;
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uint rd_id;
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uint wr_id;
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uint mask;
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uvec2 input_1 = input_data[id * 2];
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uvec2 input_2 = input_data[id * 2 + 1];
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// The number of steps is the log base 2 of the
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// work group size, which should be a power of 2
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const uint steps = uint(log2(work_size)) + 1;
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uint step = 0;
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// do subgroup Prefix Sum using Hillis and Steele's algorithm
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uvec2 subgroupInclusiveAddUint64(uvec2 value) {
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uvec2 result = value;
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for (uint i = 1; i < gl_SubgroupSize; i *= 2) {
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if (i <= gl_SubgroupInvocationID) {
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uvec2 other = subgroupShuffleUp(result, i); // get value from subgroup_inv_id - i;
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result = AddUint64(result, other);
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}
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}
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return result;
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}
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// Each invocation is responsible for the content of
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// two elements of the output array
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shared_data[id * 2] = input_1;
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shared_data[id * 2 + 1] = input_2;
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// Synchronize to make sure that everyone has initialized
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// their elements of shared_data[] with data loaded from
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// the input arrays
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// Writes down the results to the output buffer and to the accumulation buffer
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void WriteResults(uvec2 result) {
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uint current_global_id = gl_GlobalInvocationID.x;
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uvec2 base_data = current_global_id < max_accumulation_base ? accumulated_data : uvec2(0);
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output_data[current_global_id] = result + base_data;
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if (max_accumulation_base >= accumulation_limit + 1) {
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if (current_global_id == accumulation_limit) {
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accumulated_data = result;
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}
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return;
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}
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// We have that ugly case in which the accumulation data is reset in the middle somewhere.
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barrier();
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groupMemoryBarrier();
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if (current_global_id == accumulation_limit) {
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uvec2 value_1 = output_data[max_accumulation_base];
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accumulated_data = AddUint64(result, -value_1);
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}
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}
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void main() {
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uint subgroup_inv_id = gl_SubgroupInvocationID;
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uint subgroup_id = gl_SubgroupID;
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uint last_subgroup_id = subgroupMax(subgroup_inv_id);
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uint current_global_id = gl_GlobalInvocationID.x;
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uint total_work = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
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uvec2 data = input_data[current_global_id];
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// make sure all input data has been loaded
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subgroupBarrier();
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subgroupMemoryBarrier();
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uvec2 result = subgroupInclusiveAddUint64(data);
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// if we had less queries than our subgroup, just write down the results.
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if (total_work <= gl_SubgroupSize) { // This condition is constant per dispatch.
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WriteResults(result);
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return;
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}
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// We now have more, so lets write the last result into shared memory.
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// Only pick the last subgroup.
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if (subgroup_inv_id == last_subgroup_id) {
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shared_data[subgroup_id] = result;
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}
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// wait until everyone loaded their stuffs
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barrier();
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memoryBarrierShared();
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// For each step...
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for (step = 0; step < steps; step++) {
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// Calculate the read and write index in the
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// shared array
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mask = (1 << step) - 1;
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rd_id = ((id >> step) << (step + 1)) + mask;
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wr_id = rd_id + 1 + (id & mask);
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// Accumulate the read data into our element
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shared_data[wr_id] = AddUint64(shared_data[rd_id], shared_data[wr_id]);
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// Synchronize again to make sure that everyone
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// has caught up with us
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// Case 1: the total work for the grouped results can be calculated in a single subgroup
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// operation (about 1024 queries).
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uint total_extra_work = gl_NumSubgroups * gl_NumWorkGroups.x;
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if (total_extra_work <= gl_SubgroupSize) { // This condition is constant per dispatch.
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if (subgroup_id != 0) {
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uvec2 tmp = shared_data[subgroup_inv_id];
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subgroupBarrier();
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subgroupMemoryBarrierShared();
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tmp = subgroupInclusiveAddUint64(tmp);
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result = AddUint64(result, subgroupShuffle(tmp, subgroup_id - 1));
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}
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WriteResults(result);
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return;
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}
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// Case 2: our work amount is huge, so lets do it in O(log n) steps.
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const uint extra = (total_extra_work ^ (total_extra_work - 1)) != 0 ? 1 : 0;
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const uint steps = 1 << (findMSB(total_extra_work) + extra);
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uint step;
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// Hillis and Steele's algorithm
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for (step = 1; step < steps; step *= 2) {
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if (current_global_id < steps && current_global_id >= step) {
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uvec2 current = shared_data[current_global_id];
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uvec2 other = shared_data[current_global_id - step];
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shared_data[current_global_id] = AddUint64(current, other);
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}
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// steps is constant, so this will always execute in ever workgroup's thread.
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barrier();
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memoryBarrierShared();
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}
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// Add the accumulation
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shared_data[id * 2] = AddUint64(shared_data[id * 2], base_value_1);
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shared_data[id * 2 + 1] = AddUint64(shared_data[id * 2 + 1], base_value_2);
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barrier();
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memoryBarrierShared();
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// Finally write our data back to the output buffer
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output_data[id * 2] = shared_data[id * 2];
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output_data[id * 2 + 1] = shared_data[id * 2 + 1];
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if (id == 0) {
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if (max_accumulation_base >= accumulation_limit + 1) {
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accumulated_data = shared_data[accumulation_limit];
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return;
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}
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uvec2 value_1 = shared_data[max_accumulation_base];
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uvec2 value_2 = shared_data[accumulation_limit];
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accumulated_data = AddUint64(value_1, -value_2);
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// Only add results for groups higher than 0
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if (subgroup_id != 0) {
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result = AddUint64(result, shared_data[subgroup_id - 1]);
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}
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// Just write the final results. We are done
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WriteResults(result);
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}
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@ -0,0 +1,120 @@
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// SPDX-FileCopyrightText: Copyright 2015 Graham Sellers, Richard Wright Jr. and Nicholas Haemel
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// SPDX-License-Identifier: MIT
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// Code obtained from OpenGL SuperBible, Seventh Edition by Graham Sellers, Richard Wright Jr. and
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// Nicholas Haemel. Modified to suit needs.
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#version 460 core
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#ifdef VULKAN
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_INPUT_BUFFER 0
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#define BINDING_OUTPUT_IMAGE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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#else
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#define HAS_EXTENDED_TYPES 0
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#endif
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout(location = n) uniform
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#define BINDING_INPUT_BUFFER 0
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#define BINDING_OUTPUT_IMAGE 0
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) uint max_accumulation_base;
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UNIFORM(1) uint accumulation_limit;
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END_PUSH_CONSTANTS
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layout(local_size_x = 32) in;
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layout(std430, binding = 0) readonly buffer block1 {
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uvec2 input_data[gl_WorkGroupSize.x];
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};
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layout(std430, binding = 1) writeonly coherent buffer block2 {
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uvec2 output_data[gl_WorkGroupSize.x];
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};
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layout(std430, binding = 2) coherent buffer block3 {
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uvec2 accumulated_data;
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};
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shared uvec2 shared_data[gl_WorkGroupSize.x * 2];
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uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
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uint carry = 0;
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uvec2 result;
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result.x = uaddCarry(value_1.x, value_2.x, carry);
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result.y = value_1.y + value_2.y + carry;
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return result;
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}
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void main(void) {
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uint id = gl_LocalInvocationID.x;
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uvec2 base_value_1 = (id * 2) < max_accumulation_base ? accumulated_data : uvec2(0);
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uvec2 base_value_2 = (id * 2 + 1) < max_accumulation_base ? accumulated_data : uvec2(0);
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uint work_size = gl_WorkGroupSize.x;
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uint rd_id;
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uint wr_id;
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uint mask;
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uvec2 input_1 = input_data[id * 2];
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uvec2 input_2 = input_data[id * 2 + 1];
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// The number of steps is the log base 2 of the
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// work group size, which should be a power of 2
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const uint steps = uint(log2(work_size)) + 1;
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uint step = 0;
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// Each invocation is responsible for the content of
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// two elements of the output array
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shared_data[id * 2] = input_1;
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shared_data[id * 2 + 1] = input_2;
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// Synchronize to make sure that everyone has initialized
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// their elements of shared_data[] with data loaded from
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// the input arrays
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barrier();
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memoryBarrierShared();
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// For each step...
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for (step = 0; step < steps; step++) {
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// Calculate the read and write index in the
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// shared array
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mask = (1 << step) - 1;
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rd_id = ((id >> step) << (step + 1)) + mask;
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wr_id = rd_id + 1 + (id & mask);
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// Accumulate the read data into our element
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shared_data[wr_id] = AddUint64(shared_data[rd_id], shared_data[wr_id]);
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// Synchronize again to make sure that everyone
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// has caught up with us
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barrier();
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memoryBarrierShared();
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}
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// Add the accumulation
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shared_data[id * 2] = AddUint64(shared_data[id * 2], base_value_1);
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shared_data[id * 2 + 1] = AddUint64(shared_data[id * 2 + 1], base_value_2);
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barrier();
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memoryBarrierShared();
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// Finally write our data back to the output buffer
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output_data[id * 2] = shared_data[id * 2];
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output_data[id * 2 + 1] = shared_data[id * 2 + 1];
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if (id == 0) {
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if (max_accumulation_base >= accumulation_limit + 1) {
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accumulated_data = shared_data[accumulation_limit];
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return;
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}
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uvec2 value_1 = shared_data[max_accumulation_base];
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uvec2 value_2 = shared_data[accumulation_limit];
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accumulated_data = AddUint64(value_1, -value_2);
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}
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}
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@ -13,6 +13,7 @@
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#include "common/div_ceil.h"
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#include "video_core/host_shaders/astc_decoder_comp_spv.h"
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#include "video_core/host_shaders/queries_prefix_scan_sum_comp_spv.h"
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#include "video_core/host_shaders/queries_prefix_scan_sum_nosubgroups_comp_spv.h"
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#include "video_core/host_shaders/resolve_conditional_render_comp_spv.h"
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#include "video_core/host_shaders/vulkan_quad_indexed_comp_spv.h"
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#include "video_core/host_shaders/vulkan_uint8_comp_spv.h"
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@ -187,7 +188,8 @@ ComputePass::ComputePass(const Device& device_, DescriptorPool& descriptor_pool,
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vk::Span<VkDescriptorSetLayoutBinding> bindings,
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vk::Span<VkDescriptorUpdateTemplateEntry> templates,
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const DescriptorBankInfo& bank_info,
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vk::Span<VkPushConstantRange> push_constants, std::span<const u32> code)
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vk::Span<VkPushConstantRange> push_constants, std::span<const u32> code,
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std::optional<u32> optional_subgroup_size)
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: device{device_} {
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descriptor_set_layout = device.GetLogical().CreateDescriptorSetLayout({
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
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@ -228,13 +230,19 @@ ComputePass::ComputePass(const Device& device_, DescriptorPool& descriptor_pool,
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.pCode = code.data(),
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});
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device.SaveShader(code);
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const VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO_EXT,
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.pNext = nullptr,
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.requiredSubgroupSize = optional_subgroup_size ? *optional_subgroup_size : 32U,
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};
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bool use_setup_size = device.IsExtSubgroupSizeControlSupported() && optional_subgroup_size;
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pipeline = device.GetLogical().CreateComputePipeline({
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.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.pNext = use_setup_size ? &subgroup_size_ci : nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_COMPUTE_BIT,
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.module = *module,
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@ -399,10 +407,17 @@ void ConditionalRenderingResolvePass::Resolve(VkBuffer dst_buffer, VkBuffer src_
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QueriesPrefixScanPass::QueriesPrefixScanPass(
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const Device& device_, Scheduler& scheduler_, DescriptorPool& descriptor_pool_,
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ComputePassDescriptorQueue& compute_pass_descriptor_queue_)
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: ComputePass(device_, descriptor_pool_, QUERIES_SCAN_DESCRIPTOR_SET_BINDINGS,
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QUERIES_SCAN_DESCRIPTOR_UPDATE_TEMPLATE, QUERIES_SCAN_BANK_INFO,
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COMPUTE_PUSH_CONSTANT_RANGE<sizeof(QueriesPrefixScanPushConstants)>,
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QUERIES_PREFIX_SCAN_SUM_COMP_SPV),
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: ComputePass(
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device_, descriptor_pool_, QUERIES_SCAN_DESCRIPTOR_SET_BINDINGS,
|
||||
QUERIES_SCAN_DESCRIPTOR_UPDATE_TEMPLATE, QUERIES_SCAN_BANK_INFO,
|
||||
COMPUTE_PUSH_CONSTANT_RANGE<sizeof(QueriesPrefixScanPushConstants)>,
|
||||
device_.IsSubgroupFeatureSupported(VK_SUBGROUP_FEATURE_BASIC_BIT) &&
|
||||
device_.IsSubgroupFeatureSupported(VK_SUBGROUP_FEATURE_ARITHMETIC_BIT) &&
|
||||
device_.IsSubgroupFeatureSupported(VK_SUBGROUP_FEATURE_SHUFFLE_BIT) &&
|
||||
device_.IsSubgroupFeatureSupported(VK_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT)
|
||||
? std::span<const u32>(QUERIES_PREFIX_SCAN_SUM_COMP_SPV)
|
||||
: std::span<const u32>(QUERIES_PREFIX_SCAN_SUM_NOSUBGROUPS_COMP_SPV),
|
||||
{32}),
|
||||
scheduler{scheduler_}, compute_pass_descriptor_queue{compute_pass_descriptor_queue_} {}
|
||||
|
||||
void QueriesPrefixScanPass::Run(VkBuffer accumulation_buffer, VkBuffer dst_buffer,
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <span>
|
||||
#include <utility>
|
||||
|
||||
@ -31,7 +32,8 @@ public:
|
||||
vk::Span<VkDescriptorSetLayoutBinding> bindings,
|
||||
vk::Span<VkDescriptorUpdateTemplateEntry> templates,
|
||||
const DescriptorBankInfo& bank_info,
|
||||
vk::Span<VkPushConstantRange> push_constants, std::span<const u32> code);
|
||||
vk::Span<VkPushConstantRange> push_constants, std::span<const u32> code,
|
||||
std::optional<u32> optional_subgroup_size = std::nullopt);
|
||||
~ComputePass();
|
||||
|
||||
protected:
|
||||
|
@ -1376,10 +1376,10 @@ bool QueryCacheRuntime::HostConditionalRenderingCompareValues(VideoCommon::Looku
|
||||
return true;
|
||||
}
|
||||
}
|
||||
/*if (!is_in_bc[0] && !is_in_bc[1]) {
|
||||
if (!is_in_bc[0] && !is_in_bc[1]) {
|
||||
// Both queries are in query cache, it's best to just flush.
|
||||
return true;
|
||||
}*/
|
||||
}
|
||||
HostConditionalRenderingCompareBCImpl(object_1.address, equal_check);
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user