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Vulkan: Partially workaround MoltenVK InvalidResource error (#4880)
* Add MVK stage flags workaround * Actually do the workaround * Remove GS on VS stuff * Address feedback
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@ -12,6 +12,28 @@ namespace Ryujinx.Graphics.Vulkan
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ShaderStageFlags.FragmentBit |
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ShaderStageFlags.ComputeBit;
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private static ShaderStageFlags ActiveStages(uint stages)
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{
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ShaderStageFlags stageFlags = 0;
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while (stages != 0)
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{
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int stage = BitOperations.TrailingZeroCount(stages);
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stages &= ~(1u << stage);
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stageFlags |= stage switch
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{
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1 => ShaderStageFlags.FragmentBit,
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2 => ShaderStageFlags.GeometryBit,
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3 => ShaderStageFlags.TessellationControlBit,
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4 => ShaderStageFlags.TessellationEvaluationBit,
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_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
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};
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}
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return stageFlags;
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}
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public static unsafe DescriptorSetLayout[] Create(VulkanRenderer gd, Device device, uint stages, bool usePd, out PipelineLayout layout)
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{
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int stagesCount = BitOperations.PopCount(stages);
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@ -34,6 +56,7 @@ namespace Ryujinx.Graphics.Vulkan
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};
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int iter = 0;
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var activeStages = ActiveStages(stages);
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while (stages != 0)
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{
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@ -67,12 +90,16 @@ namespace Ryujinx.Graphics.Vulkan
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void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
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{
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// There's a bug on MoltenVK where using the same buffer across different stages
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// causes invalid resource errors, allow the binding on all active stages as workaround.
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var flags = gd.IsMoltenVk ? activeStages : stageFlags;
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bindings[start + iter] = new DescriptorSetLayoutBinding
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{
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Binding = (uint)(start + stage * maxPerStage),
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DescriptorType = DescriptorType.StorageBuffer,
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DescriptorCount = (uint)maxPerStage,
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StageFlags = stageFlags
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StageFlags = flags
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};
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}
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