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Setup minimal viewport Vulkan pipeline state
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@ -196,6 +196,9 @@ namespace skyline::gpu::interconnect::maxwell3d {
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ViewportState::ViewportState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u32 index) : engine{manager, dirtyHandle, engine}, index{index} {}
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ViewportState::ViewportState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u32 index) : engine{manager, dirtyHandle, engine}, index{index} {}
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void ViewportState::Flush(InterconnectContext &ctx, StateUpdateBuilder &builder) {
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void ViewportState::Flush(InterconnectContext &ctx, StateUpdateBuilder &builder) {
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if (index != 0 && !ctx.gpu.traits.supportsMultipleViewports)
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return;
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if (!engine->viewportScaleOffsetEnable)
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if (!engine->viewportScaleOffsetEnable)
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// https://github.com/Ryujinx/Ryujinx/pull/3328
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// https://github.com/Ryujinx/Ryujinx/pull/3328
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Logger::Warn("Viewport scale/offset disable is unimplemented");
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Logger::Warn("Viewport scale/offset disable is unimplemented");
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@ -475,16 +475,28 @@ namespace skyline::gpu::interconnect::maxwell3d {
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.pDynamicStates = dynamicStates.data()
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.pDynamicStates = dynamicStates.data()
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};
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};
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// Dynamic state will be used instead of these
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std::array<vk::Rect2D, engine::ViewportCount> emptyScissors{};
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std::array<vk::Viewport, engine::ViewportCount> emptyViewports{};
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vk::PipelineViewportStateCreateInfo viewportState{
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.viewportCount = static_cast<u32>(ctx.gpu.traits.supportsMultipleViewports ? engine::ViewportCount : 1),
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.pViewports = emptyViewports.data(),
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.scissorCount = static_cast<u32>(ctx.gpu.traits.supportsMultipleViewports ? engine::ViewportCount : 1),
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.pScissors = emptyScissors.data(),
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};
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return ctx.gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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return ctx.gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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.shaderStages = shaderStageInfos,
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.shaderStages = shaderStageInfos,
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.vertexState = vertexInputState,
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.vertexState = vertexInputState,
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.inputAssemblyState = inputAssemblyState,
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.inputAssemblyState = inputAssemblyState,
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.tessellationState = tessellationState,
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.tessellationState = tessellationState,
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.viewportState = {},
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.viewportState = viewportState,
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.rasterizationState = rasterizationState,
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.rasterizationState = rasterizationState,
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.multisampleState = multisampleState,
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.multisampleState = multisampleState,
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.depthStencilState = depthStencilState,
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.depthStencilState = depthStencilState,
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.colorBlendState = colorBlendState,
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.colorBlendState = colorBlendState,
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.dynamicState = dynamicState,
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.colorAttachments = colorAttachments,
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.colorAttachments = colorAttachments,
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.depthStencilAttachment = depthAttachment,
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.depthStencilAttachment = depthAttachment,
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}, layoutBindings);
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}, layoutBindings);
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