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Dynamic state for Depth Bounds should not be passed to PipelineDynamicStateCreateInfo as the command to set them is never called.
Do not pass pointer to viewport and scissor as those dynamic states should be supported on all devices. Same as above for DepthBias values.
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c41fddd25e
commit
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3 changed files with 12 additions and 28 deletions
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@ -208,17 +208,11 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
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pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
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pipeline.StencilFrontCompareOp = state.StencilTest.FrontFunc.Convert();
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pipeline.StencilFrontCompareMask = 0;
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pipeline.StencilFrontWriteMask = 0;
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pipeline.StencilFrontReference = 0;
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pipeline.StencilBackFailOp = state.StencilTest.BackSFail.Convert();
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pipeline.StencilBackPassOp = state.StencilTest.BackDpPass.Convert();
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pipeline.StencilBackDepthFailOp = state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
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pipeline.StencilBackCompareMask = 0;
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pipeline.StencilBackWriteMask = 0;
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pipeline.StencilBackReference = 0;
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pipeline.StencilTestEnable = state.StencilTest.TestEnable;
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@ -408,8 +408,6 @@ namespace Ryujinx.Graphics.Vulkan
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fixed (VertexInputAttributeDescription* pVertexAttributeDescriptions = &Internal.VertexAttributeDescriptions[0])
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fixed (VertexInputAttributeDescription* pVertexAttributeDescriptions2 = &_vertexAttributeDescriptions2[0])
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fixed (VertexInputBindingDescription* pVertexBindingDescriptions = &Internal.VertexBindingDescriptions[0])
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fixed (Viewport* pViewports = &Internal.Viewports[0])
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fixed (Rect2D* pScissors = &Internal.Scissors[0])
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fixed (PipelineColorBlendAttachmentState* pColorBlendAttachmentState = &Internal.ColorBlendAttachmentState[0])
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{
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var vertexInputState = new PipelineVertexInputStateCreateInfo
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@ -472,18 +470,13 @@ namespace Ryujinx.Graphics.Vulkan
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CullMode = CullMode,
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FrontFace = FrontFace,
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DepthBiasEnable = DepthBiasEnable,
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DepthBiasClamp = DepthBiasClamp,
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DepthBiasConstantFactor = DepthBiasConstantFactor,
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DepthBiasSlopeFactor = DepthBiasSlopeFactor,
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};
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var viewportState = new PipelineViewportStateCreateInfo
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{
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SType = StructureType.PipelineViewportStateCreateInfo,
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ViewportCount = ViewportsCount,
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PViewports = pViewports,
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ScissorCount = ScissorsCount,
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PScissors = pScissors,
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};
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if (gd.Capabilities.SupportsDepthClipControl)
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@ -512,18 +505,18 @@ namespace Ryujinx.Graphics.Vulkan
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StencilFrontPassOp,
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StencilFrontDepthFailOp,
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StencilFrontCompareOp,
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StencilFrontCompareMask,
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StencilFrontWriteMask,
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StencilFrontReference);
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null,
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null,
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null);
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var stencilBack = new StencilOpState(
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StencilBackFailOp,
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StencilBackPassOp,
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StencilBackDepthFailOp,
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StencilBackCompareOp,
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StencilBackCompareMask,
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StencilBackWriteMask,
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StencilBackReference);
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null,
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null,
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null);
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var depthStencilState = new PipelineDepthStencilStateCreateInfo
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{
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@ -591,22 +584,21 @@ namespace Ryujinx.Graphics.Vulkan
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}
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bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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int dynamicStatesCount = supportsExtDynamicState ? 9 : 8;
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int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
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DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
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dynamicStates[0] = DynamicState.Viewport;
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dynamicStates[1] = DynamicState.Scissor;
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dynamicStates[2] = DynamicState.DepthBias;
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dynamicStates[3] = DynamicState.DepthBounds;
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dynamicStates[4] = DynamicState.StencilCompareMask;
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dynamicStates[5] = DynamicState.StencilWriteMask;
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dynamicStates[6] = DynamicState.StencilReference;
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dynamicStates[7] = DynamicState.BlendConstants;
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dynamicStates[3] = DynamicState.StencilCompareMask;
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dynamicStates[4] = DynamicState.StencilWriteMask;
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dynamicStates[5] = DynamicState.StencilReference;
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dynamicStates[6] = DynamicState.BlendConstants;
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if (supportsExtDynamicState)
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{
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dynamicStates[8] = DynamicState.VertexInputBindingStrideExt;
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dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
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}
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var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo
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@ -29,8 +29,6 @@ namespace Ryujinx.Graphics.Vulkan
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public Array32<VertexInputAttributeDescription> VertexAttributeDescriptions;
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public Array33<VertexInputBindingDescription> VertexBindingDescriptions;
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public Array16<Viewport> Viewports;
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public Array16<Rect2D> Scissors;
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public Array8<PipelineColorBlendAttachmentState> ColorBlendAttachmentState;
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public Array9<Format> AttachmentFormats;
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public uint AttachmentIntegerFormatMask;
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