shader_recompiler: remove barriers in conditional control flow when device lacks support
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10 changed files with 65 additions and 0 deletions
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@ -386,6 +386,8 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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IsFormatSupported(VK_FORMAT_D24_UNORM_S8_UINT,
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VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT, FormatType::Optimal);
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supports_conditional_barriers = !(is_intel_anv || is_intel_windows);
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CollectPhysicalMemoryInfo();
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CollectToolingInfo();
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@ -580,6 +580,10 @@ public:
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return properties.properties.limits.maxVertexInputBindings;
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}
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bool SupportsConditionalBarriers() const {
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return supports_conditional_barriers;
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}
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private:
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/// Checks if the physical device is suitable and configures the object state
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/// with all necessary info about its properties.
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@ -683,6 +687,7 @@ private:
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bool must_emulate_bgr565{}; ///< Emulates BGR565 by swizzling RGB565 format.
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bool dynamic_state3_blending{}; ///< Has all blending features of dynamic_state3.
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bool dynamic_state3_enables{}; ///< Has all enables features of dynamic_state3.
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bool supports_conditional_barriers{}; ///< Allows barriers in conditional control flow.
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u64 device_access_memory{}; ///< Total size of device local memory in bytes.
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u32 sets_per_pool{}; ///< Sets per Description Pool
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