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Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways: - Partial use of VK_EXT_attachment_feedback_loop_layout - All renderable textures have AttachmentFeedbackLoopBitExt - Compile pipelines with Color/DepthStencil feedback loop flags when present - Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 ) TODO: - AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops. - Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project. - How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...) - Improve subpass dependencies to fix validation errors * Mark field readonly * Add feedback loop dynamic state * fix: add MoltenVK resolver workaround fix: add MoltenVK resolver workaround * Formatting * Fix more complaints * RADV dcc workaround * Use dynamic state properly, cleanup. * Use aspects flags in more places
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@ -117,8 +117,8 @@ namespace Ryujinx.Ava
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// Logging system information.
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PrintSystemInfo();
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// Enable OGL multithreading on the driver, when available.
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DriverUtilities.ToggleOGLThreading(ConfigurationState.Instance.Graphics.BackendThreading == BackendThreading.Off);
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// Enable OGL multithreading on the driver, and some other flags.
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DriverUtilities.InitDriverConfig(ConfigurationState.Instance.Graphics.BackendThreading == BackendThreading.Off);
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// Check if keys exists.
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if (!File.Exists(Path.Combine(AppDataManager.KeysDirPath, "prod.keys")))
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