Use dynamic state properly, cleanup.
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aa10bc5c75
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bd0737ba51
4 changed files with 4 additions and 15 deletions
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@ -55,20 +55,6 @@ namespace Ryujinx.Graphics.Vulkan
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stages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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if (!gd.IsTBDR)
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{
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// Desktop GPUs can transform image barriers into memory barriers.
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// ...but these cause VUID-VkSubpassDependency-srcSubpass-06809
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/*
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access |= AccessFlags.DepthStencilAttachmentWriteBit | AccessFlags.ColorAttachmentWriteBit;
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access |= AccessFlags.DepthStencilAttachmentReadBit | AccessFlags.ColorAttachmentReadBit;
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stages |= PipelineStageFlags.EarlyFragmentTestsBit | PipelineStageFlags.LateFragmentTestsBit;
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stages |= PipelineStageFlags.ColorAttachmentOutputBit;
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*/
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}
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return (access, stages);
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}
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@ -126,6 +126,7 @@ namespace Ryujinx.Graphics.Vulkan
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SupportsHostImportedMemory = supportsHostImportedMemory;
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SupportsDepthClipControl = supportsDepthClipControl;
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SupportsAttachmentFeedbackLoop = supportsAttachmentFeedbackLoop;
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SupportsDynamicAttachmentFeedbackLoop = supportsDynamicAttachmentFeedbackLoop;
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SubgroupSize = subgroupSize;
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SupportedSampleCounts = supportedSampleCounts;
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PortabilitySubset = portabilitySubset;
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@ -1566,7 +1566,8 @@ namespace Ryujinx.Graphics.Vulkan
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foreach (TextureView view in hazards)
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{
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// TODO: enforce layout
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// May need to enforce feedback loop layout here in the future.
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// Though technically, it should always work with the general layout.
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if (view.Info.Format.IsDepthOrStencil())
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{
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@ -45,6 +45,7 @@ namespace Ryujinx.Graphics.Vulkan
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"VK_KHR_8bit_storage",
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"VK_KHR_maintenance2",
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"VK_EXT_attachment_feedback_loop_layout",
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"VK_EXT_attachment_feedback_loop_dynamic_state",
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};
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private static readonly string[] _requiredExtensions = {
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