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video_core: Adjust depth format
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parent
e6325d2327
commit
cb66b92854
2 changed files with 3 additions and 3 deletions
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@ -179,8 +179,7 @@ const ComputePipeline* PipelineCache::GetComputePipeline() {
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}
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bool ShouldSkipShader(u64 shader_hash, const char* shader_type) {
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static constexpr std::array<u64, 7> skip_hashes = {
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0x42f2a521, 0x2da7fe60, 0x8e3f8dc4, 0xa509af23, 0x4ca76892, 0xa954e79d, 0x1635154c};
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static constexpr std::array<u64, 0> skip_hashes = {};
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if (std::ranges::contains(skip_hashes, shader_hash)) {
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LOG_WARNING(Render_Vulkan, "Skipped {} shader hash {:#x}.", shader_type, shader_hash);
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return true;
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@ -123,7 +123,8 @@ ImageView::ImageView(const Vulkan::Instance& instance, const ImageViewInfo& info
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// When sampling D32 texture from shader, the T# specifies R32 Float format so adjust it.
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vk::Format format = info.format;
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vk::ImageAspectFlags aspect = image.aspect_mask;
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if (image.aspect_mask & vk::ImageAspectFlagBits::eDepth && format == vk::Format::eR32Sfloat) {
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if (image.aspect_mask & vk::ImageAspectFlagBits::eDepth &&
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(format == vk::Format::eR32Sfloat || format == vk::Format::eD32Sfloat)) {
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format = image.info.pixel_format;
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aspect = vk::ImageAspectFlagBits::eDepth;
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}
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