Vulkan: Add Render Pass / Framebuffer Cache (#6182)
* Vulkan: Add Render Pass / Framebuffer Cache Cache is owned by each texture view. - Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage. * Clear up limited use of alternate TextureView constructor * Formatting and messages * More formatting and messages I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it * Self review, change GetFramebuffer to GetPassAndFramebuffer * Avoid allocations on Remove for HashTableSlim * Member can be readonly * Generate texture create info for swapchain images * Improve hashcode * Remove format, samples, size and isDepthStencil when possible Tested in a number of games, seems fine. * Removed load op barriers These can be introduced later. * Reintroduce UpdateModifications Technically meant to be replaced by load op stuff.
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@ -257,7 +257,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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scissors[0] = new Rectangle<int>(0, 0, texture.Width, texture.Height);
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_pipeline.SetRenderTarget(texture.GetImageViewForAttachment(), (uint)texture.Width, (uint)texture.Height, false, texture.VkFormat);
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_pipeline.SetRenderTarget(texture, (uint)texture.Width, (uint)texture.Height);
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_pipeline.SetRenderTargetColorMasks(colorMasks);
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_pipeline.SetScissors(scissors);
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_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
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