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authorriperiperi <rhy3756547@hotmail.com>2024-09-02 01:28:16 +0100
committerGitHub <noreply@github.com>2024-09-01 21:28:16 -0300
commitca59c3f4998e2d1beb3b0d0214611e3332238557 (patch)
tree38d1a2e2c0b4a906b258ee2e988256299e3e866d /src/Ryujinx.Headless.SDL2/Program.cs
parentfdd7ee791cd37546390856f38eab16ea78451742 (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.cs3
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);