Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
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36 changed files with 739 additions and 61 deletions
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public const int ScissorStateIndex = 16;
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public const int VertexBufferStateIndex = 0;
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public const int PrimitiveRestartStateIndex = 12;
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public const int RenderTargetStateIndex = 27;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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@ -264,6 +265,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_prevTfEnable = false;
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}
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if (_updateTracker.IsDirty(RenderTargetStateIndex))
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{
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UpdateRenderTargetSpecialization();
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}
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_updateTracker.Update(ulong.MaxValue);
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// If any state that the shader depends on changed,
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@ -526,12 +532,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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}
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/// <summary>
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/// Updates specialization state based on render target state.
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/// </summary>
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public void UpdateRenderTargetSpecialization()
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{
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_currentSpecState.SetFragmentOutputTypes(_state.State.RtControl, ref _state.State.RtColorState);
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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internal static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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@ -893,7 +907,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
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format = Format.R32G32B32A32Float;
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format = vertexAttrib.UnpackType() switch
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{
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VertexAttribType.Sint => Format.R32G32B32A32Sint,
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VertexAttribType.Uint => Format.R32G32B32A32Uint,
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_ => Format.R32G32B32A32Float
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};
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}
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vertexAttribs[index] = new VertexAttribDescriptor(
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