misc: chore: Use collection expressions in Vulkan project

This commit is contained in:
Evan Husted 2025-01-26 15:32:25 -06:00
parent 9cb3b40ffc
commit ed2590a8ac
32 changed files with 212 additions and 240 deletions

View file

@ -69,109 +69,95 @@ namespace Ryujinx.Graphics.Vulkan
.Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1)
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorBlit = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorBlitMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
ResourceLayout colorClearResourceLayout = new ResourceLayoutBuilder().Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1).Build();
_programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorClearF = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorClearResourceLayout);
_programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorClearSI = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorClearResourceLayout);
_programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorClearUI = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorClearResourceLayout);
_programDepthStencilClear = gd.CreateProgramWithMinimalLayout(new[]
{
_programDepthStencilClear = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorClearResourceLayout);
ResourceLayout strideChangeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, strideChangeResourceLayout);
_programStrideChange = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], strideChangeResourceLayout);
ResourceLayout colorCopyResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 0)
.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyShortening = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], colorCopyResourceLayout);
_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], colorCopyResourceLayout);
_programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyWidening = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], colorCopyResourceLayout);
ResourceLayout colorDrawToMsResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
_programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programColorDrawToMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorDrawToMsResourceLayout);
ResourceLayout convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertD32S8ToD24S8ResourceLayout);
_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], convertD32S8ToD24S8ResourceLayout);
ResourceLayout convertIndexBufferResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndexBufferResourceLayout);
_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], convertIndexBufferResourceLayout);
ResourceLayout convertIndirectDataResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
@ -179,60 +165,51 @@ namespace Ryujinx.Graphics.Vulkan
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 3).Build();
_programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndirectDataResourceLayout);
_programConvertIndirectData = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
], convertIndirectDataResourceLayout);
_programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
{
_programDepthBlit = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programDepthBlitMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorDrawToMsResourceLayout);
_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorDrawToMsResourceLayout);
if (gd.Capabilities.SupportsShaderStencilExport)
{
_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
{
_programStencilBlit = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programStencilBlitMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], blitResourceLayout);
_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorDrawToMsResourceLayout);
_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout([
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
], colorDrawToMsResourceLayout);
}
}
@ -407,7 +384,7 @@ namespace Ryujinx.Graphics.Vulkan
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[1];
@ -450,8 +427,8 @@ namespace Ryujinx.Graphics.Vulkan
int dstHeight = dst.Height;
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
_pipeline.SetRenderTargetColorMasks([0xf]);
_pipeline.SetScissors([new Rectangle<int>(0, 0, dstWidth, dstHeight)]);
if (clearAlpha)
{
@ -503,7 +480,7 @@ namespace Ryujinx.Graphics.Vulkan
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[1];
@ -526,7 +503,7 @@ namespace Ryujinx.Graphics.Vulkan
int dstHeight = dst.Height;
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
_pipeline.SetScissors([new Rectangle<int>(0, 0, dstWidth, dstHeight)]);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -657,7 +634,7 @@ namespace Ryujinx.Graphics.Vulkan
buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[1];
@ -689,7 +666,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetRenderTargetColorMasks(new[] { componentMask });
_pipeline.SetViewports(viewports);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
_pipeline.SetScissors([scissor]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
@ -717,9 +694,9 @@ namespace Ryujinx.Graphics.Vulkan
using ScopedTemporaryBuffer buffer = gd.BufferManager.ReserveOrCreate(gd, cbs, ClearColorBufferSize);
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, stackalloc float[] { depthValue });
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, [depthValue]);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[1];
@ -735,7 +712,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
_pipeline.SetScissors([scissor]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xff, stencilMask));
@ -776,7 +753,7 @@ namespace Ryujinx.Graphics.Vulkan
gd.BufferManager.SetData<float>(bufferHandle, 0, region);
pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize)) });
pipeline.SetUniformBuffers([new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
Span<Viewport> viewports = stackalloc Viewport[1];
@ -852,7 +829,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
@ -915,7 +892,7 @@ namespace Ryujinx.Graphics.Vulkan
gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
List<BufferCopy> bufferCopy = new();
List<BufferCopy> bufferCopy = [];
int outputOffset = 0;
// Try to merge copies of adjacent indices to reduce copy count.
@ -1030,7 +1007,7 @@ namespace Ryujinx.Graphics.Vulkan
Format srcFormat = GetFormat(componentSize, srcBpp / componentSize);
Format dstFormat = GetFormat(componentSize, dstBpp / componentSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
for (int l = 0; l < levels; l++)
{
@ -1111,7 +1088,7 @@ namespace Ryujinx.Graphics.Vulkan
1);
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
if (isDepthOrStencil)
{
@ -1130,7 +1107,7 @@ namespace Ryujinx.Graphics.Vulkan
0f,
1f);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
_pipeline.SetScissors([new Rectangle<int>(0, 0, dst.Width, dst.Height)]);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -1251,12 +1228,12 @@ namespace Ryujinx.Graphics.Vulkan
0f,
1f);
_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
_pipeline.SetRenderTargetColorMasks([0xf]);
_pipeline.SetScissors([new Rectangle<int>(0, 0, dst.Width, dst.Height)]);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
if (isDepthOrStencil)
{
@ -1578,9 +1555,9 @@ namespace Ryujinx.Graphics.Vulkan
srcIndirectBufferOffset,
indirectDataSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, drawCountBufferAligned) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, drawCountBufferAligned)]);
_pipeline.SetStorageBuffers(1, new[] { srcIndirectBuffer.GetBuffer(), dstIndirectBuffer.GetBuffer() });
_pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(3, patternScoped.Range) });
_pipeline.SetStorageBuffers([new BufferAssignment(3, patternScoped.Range)]);
_pipeline.SetProgram(_programConvertIndirectData);
_pipeline.DispatchCompute(1, 1, 1);
@ -1607,7 +1584,8 @@ namespace Ryujinx.Graphics.Vulkan
0,
convertedCount * outputIndexSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(patternScoped.Handle, patternScoped.Offset, ParamsBufferSize)) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(patternScoped.Handle, patternScoped.Offset, ParamsBufferSize))
]);
_pipeline.SetStorageBuffers(1, new[] { srcIndexBuffer.GetBuffer(), dstIndexBuffer.GetBuffer() });
_pipeline.SetProgram(_programConvertIndexBuffer);
@ -1675,7 +1653,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];