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| author | riperiperi <rhy3756547@hotmail.com> | 2024-09-02 01:28:16 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-01 21:28:16 -0300 |
| commit | ca59c3f4998e2d1beb3b0d0214611e3332238557 (patch) | |
| tree | 38d1a2e2c0b4a906b258ee2e988256299e3e866d /src/Ryujinx.Headless.SDL2/Program.cs | |
| parent | fdd7ee791cd37546390856f38eab16ea78451742 (diff) | |
Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements
This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
- Partial use of VK_EXT_attachment_feedback_loop_layout
- All renderable textures have AttachmentFeedbackLoopBitExt
- Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors
* Mark field readonly
* Add feedback loop dynamic state
* fix: add MoltenVK resolver workaround
fix: add MoltenVK resolver workaround
* Formatting
* Fix more complaints
* RADV dcc workaround
* Use dynamic state properly, cleanup.
* Use aspects flags in more places
Diffstat (limited to 'src/Ryujinx.Headless.SDL2/Program.cs')
| -rw-r--r-- | src/Ryujinx.Headless.SDL2/Program.cs | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/Ryujinx.Headless.SDL2/Program.cs b/src/Ryujinx.Headless.SDL2/Program.cs index 5c30cd18..07995dbd 100644 --- a/src/Ryujinx.Headless.SDL2/Program.cs +++ b/src/Ryujinx.Headless.SDL2/Program.cs @@ -7,6 +7,7 @@ using Ryujinx.Common.Configuration.Hid; using Ryujinx.Common.Configuration.Hid.Controller; using Ryujinx.Common.Configuration.Hid.Controller.Motion; using Ryujinx.Common.Configuration.Hid.Keyboard; +using Ryujinx.Common.GraphicsDriver; using Ryujinx.Common.Logging; using Ryujinx.Common.Logging.Targets; using Ryujinx.Common.SystemInterop; @@ -463,6 +464,8 @@ namespace Ryujinx.Headless.SDL2 GraphicsConfig.ShadersDumpPath = option.GraphicsShadersDumpPath; GraphicsConfig.EnableMacroHLE = !option.DisableMacroHLE; + DriverUtilities.InitDriverConfig(option.BackendThreading == BackendThreading.Off); + while (true) { LoadApplication(option); |
