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This should allow resolution of pending validation error by creating an image with extended usage flags, but narrowed usage for image views.

This commit is contained in:
sunshineinabox 2024-07-17 23:26:52 -07:00
parent 1a919e99b2
commit 8bf7153794
2 changed files with 4 additions and 4 deletions

View file

@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.Vulkan
var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples); var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample); var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample, true);
var flags = ImageCreateFlags.CreateMutableFormatBit | ImageCreateFlags.CreateExtendedUsageBit; var flags = ImageCreateFlags.CreateMutableFormatBit | ImageCreateFlags.CreateExtendedUsageBit;
@ -292,7 +292,7 @@ namespace Ryujinx.Graphics.Vulkan
} }
} }
public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage) public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage, bool extendedUsage)
{ {
var usage = DefaultUsageFlags; var usage = DefaultUsageFlags;
@ -305,7 +305,7 @@ namespace Ryujinx.Graphics.Vulkan
usage |= ImageUsageFlags.ColorAttachmentBit; usage |= ImageUsageFlags.ColorAttachmentBit;
} }
if (format.IsImageCompatible() && (supportsMsStorage || !target.IsMultisample())) if ((format.IsImageCompatible() && (supportsMsStorage || !target.IsMultisample())) || extendedUsage)
{ {
usage |= ImageUsageFlags.StorageBit; usage |= ImageUsageFlags.StorageBit;
} }

View file

@ -60,7 +60,7 @@ namespace Ryujinx.Graphics.Vulkan
gd.Textures.Add(this); gd.Textures.Add(this);
var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format); var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample); var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample, false);
var levels = (uint)info.Levels; var levels = (uint)info.Levels;
var layers = (uint)info.GetLayers(); var layers = (uint)info.GetLayers();