GPU/HW: Slightly rearrange data fields

Make space for software renderer flag.
This commit is contained in:
Stenzek
2025-11-21 00:38:01 +10:00
parent aecdfd5a1d
commit 012c7de231
2 changed files with 6 additions and 4 deletions

View File

@@ -3836,7 +3836,7 @@ void GPU_HW::PrepareDraw(const GPUBackendDrawCommand* cmd)
{ {
m_texture_window_bits = cmd->window; m_texture_window_bits = cmd->window;
m_texture_window_active = (cmd->window != GPUTextureWindow{{0xFF, 0xFF, 0x00, 0x00}}); m_texture_window_active = (cmd->window != GPUTextureWindow{{0xFF, 0xFF, 0x00, 0x00}});
GSVector4i::store<false>(&m_batch_ubo_data.u_texture_window[0], GSVector4i::load32(&cmd->window).u8to32()); GSVector4i::store<true>(&m_batch_ubo_data.u_texture_window[0], GSVector4i::load32(&cmd->window).u8to32());
m_batch_ubo_dirty = true; m_batch_ubo_dirty = true;
} }

View File

@@ -311,7 +311,6 @@ private:
bool m_prefer_shader_blend : 1 = false; bool m_prefer_shader_blend : 1 = false;
bool m_use_rov_for_shader_blend : 1 = false; bool m_use_rov_for_shader_blend : 1 = false;
bool m_write_mask_as_depth : 1 = false; bool m_write_mask_as_depth : 1 = false;
bool m_depth_was_copied : 1 = false;
bool m_texture_window_active : 1 = false; bool m_texture_window_active : 1 = false;
bool m_rov_active : 1 = false; bool m_rov_active : 1 = false;
@@ -322,11 +321,14 @@ private:
bool m_batch_ubo_dirty = true; bool m_batch_ubo_dirty = true;
bool m_drawing_area_changed = true; bool m_drawing_area_changed = true;
bool m_depth_was_copied = false;
BatchConfig m_batch = {}; BatchConfig m_batch = {};
GPUTextureCache::SourceKey m_texture_cache_key = {};
// Changed state // Changed state
BatchUBOData m_batch_ubo_data = {}; alignas(VECTOR_ALIGNMENT) BatchUBOData m_batch_ubo_data = {};
// Texture cache state
GPUTextureCache::SourceKey m_texture_cache_key = {};
// Bounding box of VRAM area that the GPU has drawn into. // Bounding box of VRAM area that the GPU has drawn into.
GSVector4i m_vram_dirty_draw_rect = INVALID_RECT; GSVector4i m_vram_dirty_draw_rect = INVALID_RECT;