diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs | 25 |
1 files changed, 11 insertions, 14 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs index bea916a6..c2258026 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs @@ -61,7 +61,7 @@ namespace Ryujinx.Graphics.Gpu.Shader } AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); - AddUsage(SupportBufferStages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 0, 1); + AddUsage(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute); @@ -73,16 +73,16 @@ namespace Ryujinx.Graphics.Gpu.Shader // TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader. ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages; - PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1); - PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, ResourceAccess.ReadWrite, StorageSetIndex, 0, rrc.ReservedStorageBuffers); - PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, ResourceAccess.Read, TextureSetIndex, 0, rrc.ReservedTextures); - PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ResourceAccess.ReadWrite, ImageSetIndex, 0, rrc.ReservedImages); + PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1); + PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, StorageSetIndex, 0, rrc.ReservedStorageBuffers); + PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, TextureSetIndex, 0, rrc.ReservedTextures); + PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ImageSetIndex, 0, rrc.ReservedImages); } - private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int start, int count) + private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count) { AddDescriptor(stages, type, setIndex, start, count); - AddUsage(stages, type, access, setIndex, start, count); + AddUsage(stages, type, setIndex, start, count); } /// <summary> @@ -174,15 +174,14 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="stages">Shader stages where the resource is used</param> /// <param name="type">Type of the resource</param> - /// <param name="access">How the resource is accessed by the shader stages where it is used</param> /// <param name="setIndex">Descriptor set number where the resource will be bound</param> /// <param name="binding">Binding number where the resource will be bound</param> /// <param name="count">Number of resources bound at the binding location</param> - private void AddUsage(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int binding, int count) + private void AddUsage(ResourceStages stages, ResourceType type, int setIndex, int binding, int count) { for (int index = 0; index < count; index++) { - _resourceUsages[setIndex].Add(new ResourceUsage(binding + index, type, stages, access)); + _resourceUsages[setIndex].Add(new ResourceUsage(binding + index, type, stages)); } } @@ -200,8 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Shader _resourceUsages[setIndex].Add(new ResourceUsage( buffer.Binding, isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer, - stages, - buffer.Flags.HasFlag(BufferUsageFlags.Write) ? ResourceAccess.ReadWrite : ResourceAccess.Read)); + stages)); } } @@ -225,8 +223,7 @@ namespace Ryujinx.Graphics.Gpu.Shader _resourceUsages[setIndex].Add(new ResourceUsage( texture.Binding, type, - stages, - texture.Flags.HasFlag(TextureUsageFlags.ImageStore) ? ResourceAccess.ReadWrite : ResourceAccess.Read)); + stages)); } } |