Simply buffer texture existence check

This commit is contained in:
Gabriel A 2024-07-06 15:19:13 -03:00
parent 86511ecbd0
commit 1c5a15e8e4

View file

@ -129,25 +129,11 @@ namespace Ryujinx.Graphics.Vulkan
Stages = stages;
ClearSegments = BuildClearSegments(sets);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages);
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages, out bool usesBufferTextures);
Templates = BuildTemplates(usePushDescriptors);
if (gd.Vendor == Vendor.Qualcomm)
{
// Updating buffer bindings using template updates crashes the Adreno driver on Windows.
foreach (ResourceBindingSegment[] stageSegments in BindingSegments)
{
foreach (ResourceBindingSegment bindingSegment in stageSegments)
{
if (bindingSegment.Type == ResourceType.BufferTexture)
{
UpdateTexturesWithoutTemplate = true;
break;
}
}
}
}
// Updating buffer texture bindings using template updates crashes the Adreno driver on Windows.
UpdateTexturesWithoutTemplate = gd.Vendor == Vendor.Qualcomm && usesBufferTextures;
_compileTask = Task.CompletedTask;
_firstBackgroundUse = false;
@ -299,8 +285,10 @@ namespace Ryujinx.Graphics.Vulkan
return segments;
}
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages)
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, out bool usesBufferTextures)
{
usesBufferTextures = false;
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
@ -314,6 +302,11 @@ namespace Ryujinx.Graphics.Vulkan
{
ResourceUsage usage = setUsages[setIndex].Usages[index];
if (usage.Type == ResourceType.BufferTexture)
{
usesBufferTextures = true;
}
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
currentUsage.Stages != usage.Stages ||