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Vulkan: Improve texture barrier usage, timing and batching (#6240)
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
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18 changed files with 442 additions and 176 deletions
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@ -1039,7 +1039,7 @@ namespace Ryujinx.Graphics.Vulkan
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var dstView = Create2DLayerView(dst, dstLayer + z, dstLevel + l);
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_pipeline.SetTextureAndSamplerIdentitySwizzle(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dstView, dstFormat);
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_pipeline.SetImage(ShaderStage.Compute, 0, dstView, dstFormat);
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int dispatchX = (Math.Min(srcView.Info.Width, dstView.Info.Width) + 31) / 32;
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int dispatchY = (Math.Min(srcView.Info.Height, dstView.Info.Height) + 31) / 32;
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@ -1168,7 +1168,7 @@ namespace Ryujinx.Graphics.Vulkan
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetTextureAndSamplerIdentitySwizzle(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dstView, format);
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_pipeline.SetImage(ShaderStage.Compute, 0, dstView, format);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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