Add work around for Adreno batched texture + sampler descriptor updates bug

This commit is contained in:
Gabriel A 2023-07-05 21:17:59 -03:00 committed by Emmanuel Hansen
parent 579c508ecc
commit 2df6669ce0

View File

@ -116,8 +116,10 @@ namespace Ryujinx.Graphics.Vulkan
Stages = stages;
bool hasBatchedTextureSamplerBug = gd.Vendor == Vendor.Qualcomm;
ClearSegments = BuildClearSegments(resourceLayout.Sets);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages, hasBatchedTextureSamplerBug);
_compileTask = Task.CompletedTask;
_firstBackgroundUse = false;
@ -189,7 +191,7 @@ namespace Ryujinx.Graphics.Vulkan
return segments;
}
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages)
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, bool hasBatchedTextureSamplerBug)
{
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
@ -206,7 +208,9 @@ namespace Ryujinx.Graphics.Vulkan
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
currentUsage.Stages != usage.Stages)
(currentUsage.Type == ResourceType.TextureAndSampler && hasBatchedTextureSamplerBug) ||
currentUsage.Stages != usage.Stages ||
currentUsage.Access != usage.Access)
{
if (currentCount != 0)
{