Extend Adreno binding workaround to buffer textures

This commit is contained in:
Gabriel A 2023-08-21 19:39:25 -03:00 committed by Emmanuel Hansen
parent a2716f715b
commit 32aa106363

View File

@ -116,10 +116,10 @@ namespace Ryujinx.Graphics.Vulkan
Stages = stages;
bool hasBatchedTextureSamplerBug = gd.Vendor == Vendor.Qualcomm;
bool hasBatchedTextureBug = gd.Vendor == Vendor.Qualcomm;
ClearSegments = BuildClearSegments(resourceLayout.Sets);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages, hasBatchedTextureSamplerBug);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages, hasBatchedTextureBug);
_compileTask = Task.CompletedTask;
_firstBackgroundUse = false;
@ -191,7 +191,7 @@ namespace Ryujinx.Graphics.Vulkan
return segments;
}
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, bool hasBatchedTextureSamplerBug)
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, bool hasBatchedTextureBug)
{
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
@ -208,7 +208,7 @@ namespace Ryujinx.Graphics.Vulkan
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
(currentUsage.Type == ResourceType.TextureAndSampler && hasBatchedTextureSamplerBug) ||
(IsReadOnlyTexture(currentUsage.Type) && hasBatchedTextureBug) ||
currentUsage.Stages != usage.Stages ||
currentUsage.Access != usage.Access)
{
@ -245,6 +245,11 @@ namespace Ryujinx.Graphics.Vulkan
return segments;
}
private static bool IsReadOnlyTexture(ResourceType resourceType)
{
return resourceType == ResourceType.TextureAndSampler || resourceType == ResourceType.BufferTexture;
}
private async Task BackgroundCompilation()
{
await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));