Fix lint errors :)
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121a2d655a
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1358b94f4d
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@ -91,9 +91,7 @@ bool VulkanCommandProcessor::SetupContext() {
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render_cache_ = std::make_unique<RenderCache>(register_file_, device_);
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render_cache_ = std::make_unique<RenderCache>(register_file_, device_);
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VkEventCreateInfo info = {
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VkEventCreateInfo info = {
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VK_STRUCTURE_TYPE_EVENT_CREATE_INFO,
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VK_STRUCTURE_TYPE_EVENT_CREATE_INFO, nullptr, 0,
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nullptr,
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0,
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};
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};
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VkResult result =
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VkResult result =
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@ -441,8 +439,7 @@ void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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nullptr, 1, &barrier);
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nullptr, 1, &barrier);
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VkRect2D src_rect = {
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VkRect2D src_rect = {
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{0, 0},
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{0, 0}, {frontbuffer_width, frontbuffer_height},
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{frontbuffer_width, frontbuffer_height},
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};
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};
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blitter_->BlitTexture2D(
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blitter_->BlitTexture2D(
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copy_commands, current_batch_fence_,
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copy_commands, current_batch_fence_,
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@ -1005,8 +1002,7 @@ bool VulkanCommandProcessor::IssueCopy() {
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if (is_color_source) {
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if (is_color_source) {
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// Source from a color target.
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// Source from a color target.
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uint32_t color_info[4] = {
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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};
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@ -1123,6 +1119,7 @@ bool VulkanCommandProcessor::IssueCopy() {
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*/
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*/
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case CopyCommand::kConvert: {
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case CopyCommand::kConvert: {
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/*
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if (!is_color_source && copy_regs->copy_dest_info.copy_dest_swap == 0) {
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if (!is_color_source && copy_regs->copy_dest_info.copy_dest_swap == 0) {
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// Depth images are a bit more complicated. Try a blit!
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// Depth images are a bit more complicated. Try a blit!
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render_cache_->BlitToImage(
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render_cache_->BlitToImage(
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@ -1133,6 +1130,7 @@ bool VulkanCommandProcessor::IssueCopy() {
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{resolve_extent.width, resolve_extent.height, 1});
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{resolve_extent.width, resolve_extent.height, 1});
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break;
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break;
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}
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}
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*/
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// Blit with blitter.
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// Blit with blitter.
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auto view = render_cache_->FindTileView(
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auto view = render_cache_->FindTileView(
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@ -207,10 +207,7 @@ void Blitter::BlitTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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VkRect2D scissor = {
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VkRect2D scissor = {
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dst_offset.x,
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dst_offset.x, dst_offset.y, dst_extents.width, dst_extents.height,
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dst_offset.y,
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dst_extents.width,
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dst_extents.height,
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};
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};
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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@ -259,10 +256,7 @@ void Blitter::BlitTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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&vtx_constants);
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&vtx_constants);
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PixPushConstants pix_constants = {
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PixPushConstants pix_constants = {
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0,
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0, 0, 0, swap_channels ? 1 : 0,
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0,
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0,
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swap_channels ? 1 : 0,
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};
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};
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vkCmdPushConstants(command_buffer, pipeline_layout_,
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vkCmdPushConstants(command_buffer, pipeline_layout_,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(VtxPushConstants),
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(VtxPushConstants),
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@ -497,8 +491,7 @@ VkPipeline Blitter::CreatePipeline(VkRenderPass render_pass,
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dynamic_state_info.pNext = nullptr;
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dynamic_state_info.pNext = nullptr;
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dynamic_state_info.flags = 0;
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dynamic_state_info.flags = 0;
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VkDynamicState dynamic_states[] = {
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VkDynamicState dynamic_states[] = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_SCISSOR,
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};
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};
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dynamic_state_info.dynamicStateCount =
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dynamic_state_info.dynamicStateCount =
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static_cast<uint32_t>(xe::countof(dynamic_states));
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static_cast<uint32_t>(xe::countof(dynamic_states));
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