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4 changed files with 11 additions and 20 deletions
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@ -1080,8 +1080,6 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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_newState.StagesCount = (uint)stages.Length;
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_newState.StagesCount = (uint)stages.Length;
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_newState.Topology = internalProgram.ShaderTopology;
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stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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SignalStateChange();
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SignalStateChange();
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@ -1702,7 +1700,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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{
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DynamicState.SetFeedbackLoop(aspects);
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DynamicState.SetFeedbackLoop(aspects);
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}
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}
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else
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else if (Gd.Capabilities.SupportsAttachmentFeedbackLoop)
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{
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{
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_newState.FeedbackLoopAspects = aspects;
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_newState.FeedbackLoopAspects = aspects;
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}
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}
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@ -1718,11 +1716,6 @@ namespace Ryujinx.Graphics.Vulkan
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool UpdateFeedbackLoop()
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private bool UpdateFeedbackLoop()
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{
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{
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if (!Gd.Capabilities.SupportsAttachmentFeedbackLoop)
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{
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return false;
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}
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List<TextureView> hazards = _descriptorSetUpdater.FeedbackLoopHazards;
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List<TextureView> hazards = _descriptorSetUpdater.FeedbackLoopHazards;
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if ((hazards?.Count ?? 0) > 0)
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if ((hazards?.Count ?? 0) > 0)
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@ -153,13 +153,15 @@ namespace Ryujinx.Graphics.Vulkan
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0);
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0);
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}
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}
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public static PipelineState ToVulkanPipelineState(this ProgramPipelineState state, VulkanRenderer gd, bool hasTCS)
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public static PipelineState ToVulkanPipelineState(this ProgramPipelineState state, VulkanRenderer gd)
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{
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{
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var extendedDynamicState2 = gd.Capabilities.SupportsExtendedDynamicState2;
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var extendedDynamicState2 = gd.Capabilities.SupportsExtendedDynamicState2;
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var extendedDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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var extendedDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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var topology = extendedDynamicState ? gd.TopologyRemap(state.Topology).Convert().ConvertToClass() : gd.TopologyRemap(state.Topology).Convert();
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PipelineState pipeline = new();
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PipelineState pipeline = new();
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pipeline.Initialize(gd.Capabilities);
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pipeline.Initialize(gd.Capabilities, topology);
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// It is assumed that Dynamic State is enabled when this conversion is used.
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// It is assumed that Dynamic State is enabled when this conversion is used.
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pipeline.DepthBoundsTestEnable = false; // Not implemented.
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pipeline.DepthBoundsTestEnable = false; // Not implemented.
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@ -225,8 +227,7 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilBackDepthFailOp = extendedDynamicState ? 0 : state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackDepthFailOp = extendedDynamicState ? 0 : state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = extendedDynamicState ? 0 : state.StencilTest.BackFunc.Convert();
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pipeline.StencilBackCompareOp = extendedDynamicState ? 0 : state.StencilTest.BackFunc.Convert();
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var topology = hasTCS ? PrimitiveTopology.Patches : state.Topology;
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pipeline.Topology = topology;
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pipeline.Topology = extendedDynamicState ? gd.TopologyRemap(topology).Convert().ConvertToClass() : gd.TopologyRemap(topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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@ -258,7 +258,7 @@ namespace Ryujinx.Graphics.Vulkan
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private bool _supportsFeedBackLoopDynamicState;
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private bool _supportsFeedBackLoopDynamicState;
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public void Initialize(HardwareCapabilities capabilities)
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public void Initialize(HardwareCapabilities capabilities, PrimitiveTopology topology = default)
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{
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{
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HasTessellationControlShader = false;
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HasTessellationControlShader = false;
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Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
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Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
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@ -277,13 +277,14 @@ namespace Ryujinx.Graphics.Vulkan
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_supportsExtDynamicState2 = capabilities.SupportsExtendedDynamicState2;
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_supportsExtDynamicState2 = capabilities.SupportsExtendedDynamicState2;
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_supportsFeedBackLoopDynamicState = capabilities.SupportsDynamicAttachmentFeedbackLoop;
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_supportsFeedBackLoopDynamicState = capabilities.SupportsDynamicAttachmentFeedbackLoop;
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if (_supportsFeedBackLoopDynamicState || !capabilities.SupportsAttachmentFeedbackLoop)
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if (!capabilities.SupportsAttachmentFeedbackLoop)
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{
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{
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FeedbackLoopAspects = FeedbackLoopAspects.None;
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FeedbackLoopAspects = FeedbackLoopAspects.None;
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}
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}
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if (_supportsExtDynamicState)
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if (_supportsExtDynamicState)
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{
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{
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Topology = topology;
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StencilFrontFailOp = 0;
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StencilFrontFailOp = 0;
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StencilFrontPassOp = 0;
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StencilFrontPassOp = 0;
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StencilFrontDepthFailOp = 0;
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StencilFrontDepthFailOp = 0;
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@ -649,7 +650,7 @@ namespace Ryujinx.Graphics.Vulkan
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PipelineCreateFlags flags = 0;
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PipelineCreateFlags flags = 0;
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if (gd.Capabilities.SupportsAttachmentFeedbackLoop)
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if (gd.Capabilities.SupportsAttachmentFeedbackLoop && !_supportsFeedBackLoopDynamicState)
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{
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{
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FeedbackLoopAspects aspects = FeedbackLoopAspects;
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FeedbackLoopAspects aspects = FeedbackLoopAspects;
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@ -24,8 +24,6 @@ namespace Ryujinx.Graphics.Vulkan
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public bool IsCompute { get; }
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public bool IsCompute { get; }
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public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
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public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
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public PrimitiveTopology ShaderTopology;
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public bool UpdateTexturesWithoutTemplate { get; }
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public bool UpdateTexturesWithoutTemplate { get; }
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public uint Stages { get; }
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public uint Stages { get; }
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@ -552,9 +550,7 @@ namespace Ryujinx.Graphics.Vulkan
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// The active attachment formats have been provided by the abstraction layer.
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// The active attachment formats have been provided by the abstraction layer.
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var renderPass = CreateDummyRenderPass();
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var renderPass = CreateDummyRenderPass();
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd, HasTessellationControlShader);
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
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ShaderTopology = pipeline.Topology;
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// Copy the shader stage info to the pipeline.
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// Copy the shader stage info to the pipeline.
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var stages = pipeline.Stages.AsSpan();
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var stages = pipeline.Stages.AsSpan();
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