Merge pull request #12456 from iwubcode/android_reduce_pixel_samplers_to_8
VideoCommon: revert max pixel samplers back to 8 for Android
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commit
f7b655e5da
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@ -121,6 +121,12 @@ bool ObjectCache::CreateDescriptorSetLayouts()
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VK_SHADER_STAGE_GEOMETRY_BIT},
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}};
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#ifdef ANDROID
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static const std::array<VkDescriptorSetLayoutBinding, 1> standard_sampler_bindings{{
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{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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static_cast<u32>(VideoCommon::MAX_PIXEL_SHADER_SAMPLERS), VK_SHADER_STAGE_FRAGMENT_BIT},
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}};
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#else
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constexpr u32 MAX_PIXEL_SAMPLER_ARRAY_SIZE = 8;
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constexpr u32 TOTAL_PIXEL_SAMPLER_BINDINGS =
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1 + (VideoCommon::MAX_PIXEL_SHADER_SAMPLERS - MAX_PIXEL_SAMPLER_ARRAY_SIZE);
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@ -139,6 +145,7 @@ bool ObjectCache::CreateDescriptorSetLayouts()
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{14, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{15, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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}};
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#endif
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// The dynamic veretex loader's vertex buffer must be last here, for similar reasons
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static const std::array<VkDescriptorSetLayoutBinding, 2> standard_ssbo_bindings{{
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@ -7,6 +7,13 @@
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namespace VideoCommon
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{
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#ifdef ANDROID
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// Some devices seem to have graphical errors when providing 16 pixel samplers
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// given the logic is for a performance heavy feature (custom shaders), will just disable for now
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// TODO: handle this more elegantly
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constexpr u32 MAX_PIXEL_SHADER_SAMPLERS = 8;
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#else
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constexpr u32 MAX_PIXEL_SHADER_SAMPLERS = 16;
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#endif
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constexpr u32 MAX_COMPUTE_SHADER_SAMPLERS = 8;
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} // namespace VideoCommon
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@ -3,6 +3,9 @@
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/Constants.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/Actions/MoveAction.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/Actions/PrintAction.h"
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@ -32,7 +35,16 @@ std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson:
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}
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else if (name == "custom_pipeline")
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{
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#ifdef ANDROID
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// Custom shaders currently need more than 8 pixel samplers
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// to be used with textures, rather than make things complicated
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// just disable the feature for Android which has issues
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ERROR_LOG_FMT(VIDEO, "Android needs more than 8 pixel samplers to function, {} provided",
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VideoCommon::MAX_PIXEL_SHADER_SAMPLERS);
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return nullptr;
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#else
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return CustomPipelineAction::Create(json_data, std::move(library));
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#endif
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}
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return nullptr;
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