Truncate vertex attribute format if it exceeds stride on MoltenVK (#5094)
* Truncate vertex attribute format if it exceeds stride on MoltenVK * Fix BGR format * Move vertex attribute check to pipeline creation to avoid costs * No need for this to be public
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274af65f69
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2 changed files with 265 additions and 2 deletions
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@ -1,4 +1,5 @@
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using Silk.NET.Vulkan;
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using Ryujinx.Common.Memory;
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using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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@ -308,6 +309,8 @@ namespace Ryujinx.Graphics.Vulkan
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public PipelineLayout PipelineLayout;
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public SpecData SpecializationData;
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private Array32<VertexInputAttributeDescription> _vertexAttributeDescriptions2;
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public void Initialize()
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{
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Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
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@ -400,7 +403,15 @@ namespace Ryujinx.Graphics.Vulkan
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Pipeline pipelineHandle = default;
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bool isMoltenVk = gd.IsMoltenVk;
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if (isMoltenVk)
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{
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UpdateVertexAttributeDescriptions();
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}
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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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@ -410,7 +421,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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SType = StructureType.PipelineVertexInputStateCreateInfo,
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VertexAttributeDescriptionCount = VertexAttributeDescriptionsCount,
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PVertexAttributeDescriptions = pVertexAttributeDescriptions,
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PVertexAttributeDescriptions = isMoltenVk ? pVertexAttributeDescriptions2 : pVertexAttributeDescriptions,
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VertexBindingDescriptionCount = VertexBindingDescriptionsCount,
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PVertexBindingDescriptions = pVertexBindingDescriptions
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};
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@ -612,6 +623,40 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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private void UpdateVertexAttributeDescriptions()
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{
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// Vertex attributes exceeding the stride are invalid.
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// In metal, they cause glitches with the vertex shader fetching incorrect values.
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// To work around this, we reduce the format to something that doesn't exceed the stride if possible.
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// The assumption is that the exceeding components are not actually accessed on the shader.
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for (int index = 0; index < VertexAttributeDescriptionsCount; index++)
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{
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var attribute = Internal.VertexAttributeDescriptions[index];
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ref var vb = ref Internal.VertexBindingDescriptions[(int)attribute.Binding];
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Format format = attribute.Format;
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while (vb.Stride != 0 && attribute.Offset + FormatTable.GetAttributeFormatSize(format) > vb.Stride)
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{
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Format newFormat = FormatTable.DropLastComponent(format);
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if (newFormat == format)
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{
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// That case means we failed to find a format that fits within the stride,
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// so just restore the original format and give up.
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format = attribute.Format;
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break;
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}
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format = newFormat;
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}
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attribute.Format = format;
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_vertexAttributeDescriptions2[index] = attribute;
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}
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}
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public void Dispose()
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{
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Stages.Dispose();
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