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authorriperiperi <rhy3756547@hotmail.com>2024-02-17 03:21:37 +0000
committerGitHub <noreply@github.com>2024-02-17 00:21:37 -0300
commit31ed061beae779b0a750e1344c76a75af8275f91 (patch)
treee98519a8ab7bf6bc804d950c3ffc8c6c107928fd /src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
parent4218311e6aa2a6b134e56f4206f9ef87d863419e (diff)
Vulkan: Improve texture barrier usage, timing and batching (#6240)1.1.1199
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
Diffstat (limited to 'src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs')
-rw-r--r--src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs b/src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
index a7dd8eee..c1293333 100644
--- a/src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
+++ b/src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
@@ -75,7 +75,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
- _pipeline.SetImage(0, _texture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format));
+ _pipeline.SetImage(ShaderStage.Compute, 0, _texture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format));
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();