Remove DummyBufferTextures
Mostly gets VTG on Compute working again
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e8dda2d5ef
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2 changed files with 0 additions and 33 deletions
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@ -521,21 +521,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size, write);
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}
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/// <summary>
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/// Gets the range for a dummy 16 bytes buffer, filled with zeros.
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/// </summary>
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/// <returns>Dummy buffer range</returns>
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public BufferRange GetDummyBufferRange()
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{
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if (_dummyBuffer == BufferHandle.Null)
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{
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_dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize, BufferAccess.DeviceMemory);
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_context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
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}
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return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
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}
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/// <summary>
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/// Gets the range for a sequential index buffer, with ever incrementing index values.
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/// </summary>
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@ -147,7 +147,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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@ -163,15 +162,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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int vbStride = vertexBuffer.UnpackStride();
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ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
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ulong oldVbSize = vbSize;
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ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
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int componentSize = format.GetScalarSize();
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@ -345,20 +341,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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return maxOutputVertices / verticesPerPrimitive;
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}
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/// <summary>
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/// Binds a dummy buffer as vertex buffer into a buffer texture.
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/// </summary>
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/// <param name="reservations">Shader resource binding reservations</param>
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/// <param name="index">Buffer texture index</param>
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/// <param name="format">Buffer texture format</param>
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private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
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{
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ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
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bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
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_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
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}
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/// <summary>
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/// Binds a vertex buffer into a buffer texture.
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/// </summary>
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