early-access version 2232

This commit is contained in:
pineappleEA 2021-11-21 13:13:26 +01:00
parent 246ae53170
commit a494d808e5
4 changed files with 17 additions and 32 deletions

View file

@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 2231.
This is the source code for early-access 2232.
## Legal Notice

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@ -749,8 +749,9 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend
});
}
void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture) {
void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool is_target_depth,
bool single_texture) {
if (pipeline) {
return;
}
@ -767,7 +768,7 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pDepthStencilState = nullptr,
.pDepthStencilState = is_target_depth ? &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO : nullptr,
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
@ -778,33 +779,14 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
});
}
void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture) {
ConvertPipelineEx(pipeline, renderpass, module, false, single_texture);
}
void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture) {
if (pipeline) {
return;
}
const std::array stages = MakeStages(*full_screen_vert, *module);
pipeline = device.GetLogical().CreateGraphicsPipeline({
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stageCount = static_cast<u32>(stages.size()),
.pStages = stages.data(),
.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.pTessellationState = nullptr,
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
.renderPass = renderpass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = 0,
});
ConvertPipelineEx(pipeline, renderpass, module, true, single_texture);
}
} // namespace Vulkan

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@ -89,6 +89,9 @@ private:
void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool is_target_depth, bool single_texture);
void ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture);

View file

@ -787,9 +787,9 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
return *buffers[level];
}
const auto new_size = Common::NextPow2(needed_size);
VkBufferUsageFlags flags = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT |
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
static constexpr VkBufferUsageFlags flags =
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
buffers[level] = device.GetLogical().CreateBuffer({
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,