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https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-27 02:53:04 +00:00
c6d82209ab
* Vertex Buffer Alignment part 1 * Update CacheByRange * Add Stride Change compute shader, fix storage buffers in helpers * An AMD exclusive * Reword * Change rules - stride conversion when attrs misalign * Fix stupid mistake * Fix background pipeline compile * Improve a few things. * Fix some feedback * Address Feedback (the shader binary didn't change when i changed the source to use the subgroup size) * Fix bug where rewritten buffer would be disposed instantly.
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Silk.NET.Vulkan;
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using VkFormat = Silk.NET.Vulkan.Format;
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namespace Ryujinx.Graphics.Vulkan
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{
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class PipelineHelperShader : PipelineBase
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{
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public PipelineHelperShader(VulkanRenderer gd, Device device) : base(gd, device)
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{
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}
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public void SetRenderTarget(Auto<DisposableImageView> view, uint width, uint height, bool isDepthStencil, VkFormat format)
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{
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CreateFramebuffer(view, width, height, isDepthStencil, format);
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CreateRenderPass();
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SignalStateChange();
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}
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private void CreateFramebuffer(Auto<DisposableImageView> view, uint width, uint height, bool isDepthStencil, VkFormat format)
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{
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FramebufferParams = new FramebufferParams(Device, view, width, height, isDepthStencil, format);
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UpdatePipelineAttachmentFormats();
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}
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public void SetCommandBuffer(CommandBufferScoped cbs)
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{
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CommandBuffer = (Cbs = cbs).CommandBuffer;
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// Restore per-command buffer state.
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if (Pipeline != null)
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{
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Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(CurrentCommandBuffer).Value);
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}
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SignalCommandBufferChange();
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}
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public void Finish()
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{
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EndRenderPass();
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}
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public void Finish(VulkanRenderer gd, CommandBufferScoped cbs)
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{
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Finish();
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if (gd.PipelineInternal.IsCommandBufferActive(cbs.CommandBuffer))
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{
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gd.PipelineInternal.Restore();
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}
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}
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}
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}
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