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Vulkan Package Update - Part 1 (#16)
As described. Should hopefully bring speed-ups for macOS devices (thanks Ori!) and general improvements across the board for the vulkan backend (maybe). This will be followed up with a PR from @KeatonTheBot. Co-authored-by: V380-Ori <infiniteloop0finsanity@gmail.com> Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/16
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@@ -16,15 +16,15 @@ namespace Ryujinx.Graphics.Vulkan
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{
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DescriptorSetLayout[] layouts = new DescriptorSetLayout[setDescriptors.Count];
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bool[] updateAfterBindFlags = new bool[setDescriptors.Count];
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bool isMoltenVk = gd.IsMoltenVk;
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for (int setIndex = 0; setIndex < setDescriptors.Count; setIndex++)
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{
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ResourceDescriptorCollection rdc = setDescriptors[setIndex];
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ResourceStages activeStages = ResourceStages.None;
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if (isMoltenVk)
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{
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for (int descIndex = 0; descIndex < rdc.Descriptors.Count; descIndex++)
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@@ -42,12 +42,13 @@ namespace Ryujinx.Graphics.Vulkan
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ResourceDescriptor descriptor = rdc.Descriptors[descIndex];
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ResourceStages stages = descriptor.Stages;
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if (descriptor.Type == ResourceType.StorageBuffer && isMoltenVk)
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if (descriptor.Type == ResourceType.StorageBuffer && gd.IsMoltenVk)
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{
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// There's a bug on MoltenVK where using the same buffer across different stages
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// There's a bug in MoltenVK where using the same buffer across different stages
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// causes invalid resource errors, allow the binding on all active stages as workaround.
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// https://github.com/KhronosGroup/MoltenVK/issues/1870
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stages = activeStages;
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}
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}
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layoutBindings[descIndex] = new DescriptorSetLayoutBinding
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{
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