From 31ed061beae779b0a750e1344c76a75af8275f91 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Sat, 17 Feb 2024 03:21:37 +0000 Subject: Vulkan: Improve texture barrier usage, timing and batching (#6240) * 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 --------- Co-authored-by: Mary Guillemard --- src/Ryujinx.Graphics.OpenGL/Pipeline.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Ryujinx.Graphics.OpenGL/Pipeline.cs') diff --git a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs index 923c85d7..e863c696 100644 --- a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -935,7 +935,7 @@ namespace Ryujinx.Graphics.OpenGL SetFrontFace(_frontFace = frontFace.Convert()); } - public void SetImage(int binding, ITexture texture, Format imageFormat) + public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat) { if ((uint)binding < SavedImages) { -- cgit v1.2.3