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https://github.com/yuzu-emu/yuzu-android
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vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
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@ -305,10 +305,6 @@ public:
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return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
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return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
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}
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}
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bool IsConstant() const {
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return constant;
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}
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bool IsValid() const {
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bool IsValid() const {
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return size != Size::Invalid;
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return size != Size::Invalid;
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}
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}
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@ -97,7 +97,7 @@ void RasterizerOpenGL::SyncVertexFormats() {
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const auto gl_index = static_cast<GLuint>(index);
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const auto gl_index = static_cast<GLuint>(index);
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// Disable constant attributes.
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// Disable constant attributes.
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if (attrib.IsConstant()) {
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if (attrib.constant) {
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glDisableVertexAttribArray(gl_index);
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glDisableVertexAttribArray(gl_index);
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continue;
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continue;
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}
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}
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@ -128,7 +128,7 @@ void FixedPipelineState::Refresh(Tegra::Engines::Maxwell3D& maxwell3d,
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const auto& input = regs.vertex_attrib_format[index];
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const auto& input = regs.vertex_attrib_format[index];
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auto& attribute = attributes[index];
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auto& attribute = attributes[index];
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attribute.raw = 0;
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attribute.raw = 0;
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attribute.enabled.Assign(input.IsConstant() ? 0 : 1);
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attribute.enabled.Assign(input.constant ? 0 : 1);
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attribute.buffer.Assign(input.buffer);
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attribute.buffer.Assign(input.buffer);
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attribute.offset.Assign(input.offset);
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attribute.offset.Assign(input.offset);
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attribute.type.Assign(static_cast<u32>(input.type.Value()));
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attribute.type.Assign(static_cast<u32>(input.type.Value()));
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@ -801,25 +801,30 @@ void RasterizerVulkan::UpdateVertexInput(Tegra::Engines::Maxwell3D::Regs& regs)
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boost::container::static_vector<VkVertexInputBindingDescription2EXT, 32> bindings;
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boost::container::static_vector<VkVertexInputBindingDescription2EXT, 32> bindings;
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boost::container::static_vector<VkVertexInputAttributeDescription2EXT, 32> attributes;
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boost::container::static_vector<VkVertexInputAttributeDescription2EXT, 32> attributes;
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// There seems to be a bug on Nvidia's driver where updating only higher attributes ends up
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// generating dirty state. Track the highest dirty attribute and update all attributes until
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// that one.
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size_t highest_dirty_attr{};
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for (size_t index = 0; index < Maxwell::NumVertexAttributes; ++index) {
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for (size_t index = 0; index < Maxwell::NumVertexAttributes; ++index) {
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if (!dirty[Dirty::VertexAttribute0 + index]) {
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if (dirty[Dirty::VertexAttribute0 + index]) {
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continue;
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highest_dirty_attr = index;
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}
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}
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}
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for (size_t index = 0; index < highest_dirty_attr; ++index) {
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const Maxwell::VertexAttribute attribute{regs.vertex_attrib_format[index]};
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const Maxwell::VertexAttribute attribute{regs.vertex_attrib_format[index]};
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const u32 binding{attribute.buffer};
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const u32 binding{attribute.buffer};
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dirty[Dirty::VertexAttribute0 + index] = false;
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dirty[Dirty::VertexAttribute0 + index] = false;
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dirty[Dirty::VertexBinding0 + static_cast<size_t>(binding)] = true;
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dirty[Dirty::VertexBinding0 + static_cast<size_t>(binding)] = true;
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if (!attribute.constant) {
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attributes.push_back({
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attributes.push_back({
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.sType = VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT,
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.sType = VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT,
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.pNext = nullptr,
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.pNext = nullptr,
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.location = static_cast<u32>(index),
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.location = static_cast<u32>(index),
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.binding = binding,
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.binding = binding,
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.format = attribute.IsConstant()
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.format = MaxwellToVK::VertexFormat(attribute.type, attribute.size),
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? VK_FORMAT_A8B8G8R8_UNORM_PACK32
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.offset = attribute.offset,
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: MaxwellToVK::VertexFormat(attribute.type, attribute.size),
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});
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.offset = attribute.offset,
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}
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});
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}
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}
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for (size_t index = 0; index < Maxwell::NumVertexAttributes; ++index) {
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for (size_t index = 0; index < Maxwell::NumVertexAttributes; ++index) {
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if (!dirty[Dirty::VertexBinding0 + index]) {
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if (!dirty[Dirty::VertexBinding0 + index]) {
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