Dynamic state for Depth Bounds should not be passed to PipelineDynamicStateCreateInfo as the command to set them is never called.
Do not pass pointer to viewport and scissor as those dynamic states should be supported on all devices. Same as above for DepthBias values.
This commit is contained in:
parent
c41fddd25e
commit
e6e5829abf
3 changed files with 12 additions and 28 deletions
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@ -208,17 +208,11 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
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pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
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pipeline.StencilFrontCompareOp = state.StencilTest.FrontFunc.Convert();
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pipeline.StencilFrontCompareMask = 0;
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pipeline.StencilFrontWriteMask = 0;
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pipeline.StencilFrontReference = 0;
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pipeline.StencilBackFailOp = state.StencilTest.BackSFail.Convert();
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pipeline.StencilBackPassOp = state.StencilTest.BackDpPass.Convert();
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pipeline.StencilBackDepthFailOp = state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
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pipeline.StencilBackCompareMask = 0;
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pipeline.StencilBackWriteMask = 0;
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pipeline.StencilBackReference = 0;
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pipeline.StencilTestEnable = state.StencilTest.TestEnable;
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@ -408,8 +408,6 @@ namespace Ryujinx.Graphics.Vulkan
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fixed (VertexInputAttributeDescription* pVertexAttributeDescriptions = &Internal.VertexAttributeDescriptions[0])
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fixed (VertexInputAttributeDescription* pVertexAttributeDescriptions2 = &_vertexAttributeDescriptions2[0])
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fixed (VertexInputBindingDescription* pVertexBindingDescriptions = &Internal.VertexBindingDescriptions[0])
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fixed (Viewport* pViewports = &Internal.Viewports[0])
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fixed (Rect2D* pScissors = &Internal.Scissors[0])
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fixed (PipelineColorBlendAttachmentState* pColorBlendAttachmentState = &Internal.ColorBlendAttachmentState[0])
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{
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var vertexInputState = new PipelineVertexInputStateCreateInfo
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@ -472,18 +470,13 @@ namespace Ryujinx.Graphics.Vulkan
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CullMode = CullMode,
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FrontFace = FrontFace,
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DepthBiasEnable = DepthBiasEnable,
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DepthBiasClamp = DepthBiasClamp,
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DepthBiasConstantFactor = DepthBiasConstantFactor,
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DepthBiasSlopeFactor = DepthBiasSlopeFactor,
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};
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var viewportState = new PipelineViewportStateCreateInfo
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{
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SType = StructureType.PipelineViewportStateCreateInfo,
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ViewportCount = ViewportsCount,
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PViewports = pViewports,
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ScissorCount = ScissorsCount,
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PScissors = pScissors,
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};
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if (gd.Capabilities.SupportsDepthClipControl)
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@ -512,18 +505,18 @@ namespace Ryujinx.Graphics.Vulkan
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StencilFrontPassOp,
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StencilFrontDepthFailOp,
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StencilFrontCompareOp,
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StencilFrontCompareMask,
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StencilFrontWriteMask,
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StencilFrontReference);
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null,
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null,
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null);
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var stencilBack = new StencilOpState(
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StencilBackFailOp,
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StencilBackPassOp,
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StencilBackDepthFailOp,
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StencilBackCompareOp,
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StencilBackCompareMask,
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StencilBackWriteMask,
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StencilBackReference);
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null,
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null,
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null);
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var depthStencilState = new PipelineDepthStencilStateCreateInfo
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{
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@ -591,22 +584,21 @@ namespace Ryujinx.Graphics.Vulkan
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}
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bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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int dynamicStatesCount = supportsExtDynamicState ? 9 : 8;
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int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
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DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
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dynamicStates[0] = DynamicState.Viewport;
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dynamicStates[1] = DynamicState.Scissor;
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dynamicStates[2] = DynamicState.DepthBias;
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dynamicStates[3] = DynamicState.DepthBounds;
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dynamicStates[4] = DynamicState.StencilCompareMask;
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dynamicStates[5] = DynamicState.StencilWriteMask;
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dynamicStates[6] = DynamicState.StencilReference;
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dynamicStates[7] = DynamicState.BlendConstants;
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dynamicStates[3] = DynamicState.StencilCompareMask;
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dynamicStates[4] = DynamicState.StencilWriteMask;
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dynamicStates[5] = DynamicState.StencilReference;
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dynamicStates[6] = DynamicState.BlendConstants;
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if (supportsExtDynamicState)
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{
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dynamicStates[8] = DynamicState.VertexInputBindingStrideExt;
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dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
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}
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var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo
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@ -29,8 +29,6 @@ namespace Ryujinx.Graphics.Vulkan
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public Array32<VertexInputAttributeDescription> VertexAttributeDescriptions;
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public Array33<VertexInputBindingDescription> VertexBindingDescriptions;
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public Array16<Viewport> Viewports;
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public Array16<Rect2D> Scissors;
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public Array8<PipelineColorBlendAttachmentState> ColorBlendAttachmentState;
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public Array9<Format> AttachmentFormats;
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public uint AttachmentIntegerFormatMask;
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