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Remove some unused constants and other code
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3ab5c23f49
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@ -7,16 +7,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class BindlessToIndexed
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{
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private const int StorageDescsBaseOffset = 0x44; // In words.
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private const int UbeStorageDescsBaseOffset = 0x84; // In words.
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private const int UbeStorageMaxCount = 14;
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private const int StorageDescSize = 4; // In words.
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private const int StorageMaxCount = 16;
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private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
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public static void RunPass(BasicBlock block)
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{
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// We can turn a bindless texture access into a indexed access,
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@ -9,9 +9,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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private const int StorageDescsBaseOffset = 0x44; // In words.
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private const int UbeStorageDescsBaseOffset = 0x84; // In words.
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private const int UbeStorageMaxCount = 14;
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private const int StorageDescSize = 4; // In words.
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private const int StorageMaxCount = 16;
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@ -23,11 +20,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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int sbEnd = sbStart + StorageDescsSize;
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// This one is only used on compute shaders.
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// Compute shaders uses two separate sets of storage.
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int ubeSbStart = UbeStorageDescsBaseOffset;
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int ubeSbEnd = UbeStorageDescsBaseOffset + StorageDescSize * UbeStorageMaxCount;
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is Operation operation))
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@ -44,11 +36,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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int storageIndex = SearchForStorageBase(asgOperation, sbStart, sbEnd);
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/*if (storageIndex < 0 && stage == ShaderStage.Compute)
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{
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storageIndex = SearchForStorageBase(asgOperation, ubeSbStart, ubeSbEnd);
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}*/
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if (storageIndex >= 0)
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{
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node = ReplaceGlobalWithStorage(node, storageIndex);
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