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shader: Properly manage attributes not written from previous stages
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@ -90,7 +90,7 @@ Shader::CompareFunction MaxwellToCompareFunction(Maxwell::ComparisonOp compariso
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return {};
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}
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static Shader::AttributeType CastAttributeType(const FixedPipelineState::VertexAttribute& attr) {
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Shader::AttributeType CastAttributeType(const FixedPipelineState::VertexAttribute& attr) {
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if (attr.enabled == 0) {
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return Shader::AttributeType::Disabled;
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}
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@ -124,9 +124,15 @@ Shader::AttributeType AttributeType(const FixedPipelineState& state, size_t inde
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}
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Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsPipelineCacheKey& key,
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const Shader::IR::Program& program) {
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const Shader::IR::Program& program,
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const Shader::IR::Program* previous_program) {
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Shader::RuntimeInfo info;
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if (previous_program) {
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info.previous_stage_stores_generic = previous_program->info.stores_generics;
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} else {
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// Mark all stores as available
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info.previous_stage_stores_generic.flip();
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}
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const Shader::Stage stage{program.stage};
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const bool has_geometry{key.unique_hashes[4] != 0};
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const bool gl_ndc{key.state.ndc_minus_one_to_one != 0};
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@ -499,6 +505,7 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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std::array<const Shader::Info*, Maxwell::MaxShaderStage> infos{};
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std::array<vk::ShaderModule, Maxwell::MaxShaderStage> modules;
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const Shader::IR::Program* previous_stage{};
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Shader::Backend::Bindings binding;
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for (size_t index = uses_vertex_a && uses_vertex_b ? 1 : 0; index < Maxwell::MaxShaderProgram;
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++index) {
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@ -511,7 +518,7 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const size_t stage_index{index - 1};
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infos[stage_index] = &program.info;
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const Shader::RuntimeInfo runtime_info{MakeRuntimeInfo(key, program)};
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const Shader::RuntimeInfo runtime_info{MakeRuntimeInfo(key, program, previous_stage)};
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const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
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device.SaveShader(code);
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modules[stage_index] = BuildShader(device, code);
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@ -519,6 +526,7 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const std::string name{fmt::format("Shader {:016x}", key.unique_hashes[index])};
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modules[stage_index].SetObjectNameEXT(name.c_str());
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}
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previous_stage = &program;
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}
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Common::ThreadWorker* const thread_worker{build_in_parallel ? &workers : nullptr};
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VideoCore::ShaderNotify* const notify{build_in_parallel ? &shader_notify : nullptr};
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