Workaround AMD bug on logic op with float framebuffer (#6852)
* Workaround AMD bug on logic op with float framebuffer * Format whitespace * Update comment
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@ -24,6 +24,7 @@ namespace Ryujinx.Graphics.Vulkan
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public VkFormat[] AttachmentFormats { get; }
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public int[] AttachmentIndices { get; }
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public uint AttachmentIntegerFormatMask { get; }
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public bool LogicOpsAllowed { get; }
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public int AttachmentsCount { get; }
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public int MaxColorAttachmentIndex => AttachmentIndices.Length > 0 ? AttachmentIndices[^1] : -1;
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@ -32,7 +33,9 @@ namespace Ryujinx.Graphics.Vulkan
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public FramebufferParams(Device device, TextureView view, uint width, uint height)
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{
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bool isDepthStencil = view.Info.Format.IsDepthOrStencil();
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var format = view.Info.Format;
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bool isDepthStencil = format.IsDepthOrStencil();
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_device = device;
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_attachments = new[] { view.GetImageViewForAttachment() };
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@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Vulkan
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AttachmentSamples = new[] { (uint)view.Info.Samples };
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AttachmentFormats = new[] { view.VkFormat };
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AttachmentIndices = isDepthStencil ? Array.Empty<int>() : new[] { 0 };
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AttachmentIntegerFormatMask = format.IsInteger() ? 1u : 0u;
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LogicOpsAllowed = !format.IsFloatOrSrgb();
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AttachmentsCount = 1;
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@ -85,6 +90,7 @@ namespace Ryujinx.Graphics.Vulkan
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int index = 0;
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int bindIndex = 0;
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uint attachmentIntegerFormatMask = 0;
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bool allFormatsFloatOrSrgb = colorsCount != 0;
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foreach (ITexture color in colors)
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{
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@ -101,11 +107,15 @@ namespace Ryujinx.Graphics.Vulkan
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AttachmentFormats[index] = texture.VkFormat;
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AttachmentIndices[index] = bindIndex;
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if (texture.Info.Format.IsInteger())
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var format = texture.Info.Format;
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if (format.IsInteger())
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{
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attachmentIntegerFormatMask |= 1u << bindIndex;
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}
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allFormatsFloatOrSrgb &= format.IsFloatOrSrgb();
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width = Math.Min(width, (uint)texture.Width);
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height = Math.Min(height, (uint)texture.Height);
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layers = Math.Min(layers, (uint)texture.Layers);
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@ -120,6 +130,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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AttachmentIntegerFormatMask = attachmentIntegerFormatMask;
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LogicOpsAllowed = !allFormatsFloatOrSrgb;
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if (depthStencil is TextureView dsTexture && dsTexture.Valid)
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{
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