Image subresources barriers (#904)

* video_core: texture: image subresources state tracking

* shader_recompiler: use one binding if the same image is read and written

* video_core: added rebinding of changed textures after overlap resolve

* don't use pointers; slight `FindTexture` refactoring

* video_core: buffer_cache: don't copy over the image size

* redundant barriers removed; fixes

* regression fixes

* texture_cache: 3d texture layers count fixup

* shader_recompiler: support for partially bound cubemaps

* added support for cubemap arrays

* don't bind unused color buffers

* fixed depth promotion to do not use stencil

* doors

* bonfire lit

* cubemap array index calculation

* final touches
This commit is contained in:
psucien 2024-09-21 21:45:56 +02:00 committed by GitHub
parent 913a46173a
commit 5f4ddc14fc
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35 changed files with 495 additions and 283 deletions

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@ -157,8 +157,11 @@ Id EmitImageFetch(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, const
ImageOperands operands;
operands.AddOffset(ctx, offset);
operands.Add(spv::ImageOperandsMask::Lod, lod);
return ctx.OpBitcast(
ctx.F32[4], ctx.OpImageFetch(result_type, image, coords, operands.mask, operands.operands));
const Id texel =
texture.is_storage
? ctx.OpImageRead(result_type, image, coords, operands.mask, operands.operands)
: ctx.OpImageFetch(result_type, image, coords, operands.mask, operands.operands);
return ctx.OpBitcast(ctx.F32[4], texel);
}
Id EmitImageQueryDimensions(EmitContext& ctx, IR::Inst* inst, u32 handle, Id lod, bool skip_mips) {