Merge branch 'master' into vk_vfetch
# Conflicts: # src/xenia/gpu/spirv_shader_translator.cc
This commit is contained in:
commit
10f74fc45a
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@ -210,7 +210,7 @@ int xenia_main(const std::vector<std::wstring>& args) {
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std::wstring abs_path = xe::to_absolute_path(path);
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result = emulator->LaunchPath(abs_path);
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if (XFAILED(result)) {
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XELOGE("Failed to launch target: %.8X", result);
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xe::FatalError("Failed to launch target: %.8X", result);
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emulator.reset();
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emulator_window.reset();
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return 1;
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@ -225,6 +225,11 @@ bool XmaContext::ValidFrameOffset(uint8_t* block, size_t size_bytes,
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size_t frame_offset_bits) {
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uint32_t packet_num =
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GetFramePacketNumber(block, size_bytes, frame_offset_bits);
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if (packet_num == -1) {
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// Invalid packet number
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return false;
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}
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uint8_t* packet = block + (packet_num * kBytesPerPacket);
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size_t relative_offset_bits = frame_offset_bits % (kBytesPerPacket * 8);
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@ -1263,7 +1263,10 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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assert_unhandled_case(vertex_components);
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}
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spv::Id vertex = 0;
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auto vertex_ptr = vertex_binding_map_[instr.operands[1].storage_index]
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[instr.attributes.offset];
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assert_not_zero(vertex_ptr);
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spv::Id vertex = b.createLoad(vertex_ptr);
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switch (instr.attributes.data_format) {
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case VertexFormat::k_8_8_8_8:
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case VertexFormat::k_2_10_10_10:
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@ -1277,13 +1280,9 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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case VertexFormat::k_32_FLOAT:
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case VertexFormat::k_32_32_FLOAT:
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case VertexFormat::k_32_32_32_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT: {
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// These are handled, for now.
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auto vertex_ptr = vertex_binding_map_[instr.operands[1].storage_index]
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[instr.attributes.offset];
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assert_not_zero(vertex_ptr);
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vertex = b.createLoad(vertex_ptr);
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break;
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} break;
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case VertexFormat::k_10_11_11: {
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// This needs to be converted.
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@ -70,32 +70,30 @@ VkResult BufferCache::Initialize() {
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// Create the descriptor set layout used for our uniform buffer.
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// As it is a static binding that uses dynamic offsets during draws we can
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// create this once and reuse it forever.
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VkDescriptorSetLayoutBinding vertex_uniform_binding;
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vertex_uniform_binding.binding = 0;
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vertex_uniform_binding.descriptorType =
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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vertex_uniform_binding.descriptorCount = 1;
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vertex_uniform_binding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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vertex_uniform_binding.pImmutableSamplers = nullptr;
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VkDescriptorSetLayoutBinding fragment_uniform_binding;
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fragment_uniform_binding.binding = 1;
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fragment_uniform_binding.descriptorType =
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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fragment_uniform_binding.descriptorCount = 1;
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fragment_uniform_binding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragment_uniform_binding.pImmutableSamplers = nullptr;
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VkDescriptorSetLayoutCreateInfo descriptor_set_layout_info;
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VkDescriptorSetLayoutBinding bindings[2] = {};
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// Vertex constants
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bindings[0].binding = 0;
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bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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bindings[0].descriptorCount = 1;
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bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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bindings[0].pImmutableSamplers = nullptr;
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// Fragment constants
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bindings[1].binding = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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bindings[1].descriptorCount = 1;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[1].pImmutableSamplers = nullptr;
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VkDescriptorSetLayoutCreateInfo descriptor_set_layout_info = {};
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descriptor_set_layout_info.sType =
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VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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descriptor_set_layout_info.pNext = nullptr;
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descriptor_set_layout_info.flags = 0;
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VkDescriptorSetLayoutBinding uniform_bindings[] = {
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vertex_uniform_binding,
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fragment_uniform_binding,
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};
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descriptor_set_layout_info.bindingCount =
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static_cast<uint32_t>(xe::countof(uniform_bindings));
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descriptor_set_layout_info.pBindings = uniform_bindings;
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static_cast<uint32_t>(xe::countof(bindings));
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descriptor_set_layout_info.pBindings = bindings;
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status = vkCreateDescriptorSetLayout(*device_, &descriptor_set_layout_info,
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nullptr, &descriptor_set_layout_);
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if (status != VK_SUCCESS) {
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@ -100,6 +100,7 @@ bool VulkanDevice::Initialize(DeviceInfo device_info) {
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}
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ENABLE_AND_EXPECT(shaderClipDistance);
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ENABLE_AND_EXPECT(shaderCullDistance);
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ENABLE_AND_EXPECT(shaderStorageImageExtendedFormats);
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ENABLE_AND_EXPECT(shaderTessellationAndGeometryPointSize);
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ENABLE_AND_EXPECT(geometryShader);
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ENABLE_AND_EXPECT(depthClamp);
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