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-rw-r--r--src/video_core/renderer_vulkan/vk_pipeline_cache.cpp67
1 files changed, 34 insertions, 33 deletions
diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
index 732e7b6f2..20f1d6584 100644
--- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
@@ -62,29 +62,29 @@ auto MakeSpan(Container& container) {
Shader::CompareFunction MaxwellToCompareFunction(Maxwell::ComparisonOp comparison) {
switch (comparison) {
- case Maxwell::ComparisonOp::Never:
- case Maxwell::ComparisonOp::NeverOld:
+ case Maxwell::ComparisonOp::Never_D3D:
+ case Maxwell::ComparisonOp::Never_GL:
return Shader::CompareFunction::Never;
- case Maxwell::ComparisonOp::Less:
- case Maxwell::ComparisonOp::LessOld:
+ case Maxwell::ComparisonOp::Less_D3D:
+ case Maxwell::ComparisonOp::Less_GL:
return Shader::CompareFunction::Less;
- case Maxwell::ComparisonOp::Equal:
- case Maxwell::ComparisonOp::EqualOld:
+ case Maxwell::ComparisonOp::Equal_D3D:
+ case Maxwell::ComparisonOp::Equal_GL:
return Shader::CompareFunction::Equal;
- case Maxwell::ComparisonOp::LessEqual:
- case Maxwell::ComparisonOp::LessEqualOld:
+ case Maxwell::ComparisonOp::LessEqual_D3D:
+ case Maxwell::ComparisonOp::LessEqual_GL:
return Shader::CompareFunction::LessThanEqual;
- case Maxwell::ComparisonOp::Greater:
- case Maxwell::ComparisonOp::GreaterOld:
+ case Maxwell::ComparisonOp::Greater_D3D:
+ case Maxwell::ComparisonOp::Greater_GL:
return Shader::CompareFunction::Greater;
- case Maxwell::ComparisonOp::NotEqual:
- case Maxwell::ComparisonOp::NotEqualOld:
+ case Maxwell::ComparisonOp::NotEqual_D3D:
+ case Maxwell::ComparisonOp::NotEqual_GL:
return Shader::CompareFunction::NotEqual;
- case Maxwell::ComparisonOp::GreaterEqual:
- case Maxwell::ComparisonOp::GreaterEqualOld:
+ case Maxwell::ComparisonOp::GreaterEqual_D3D:
+ case Maxwell::ComparisonOp::GreaterEqual_GL:
return Shader::CompareFunction::GreaterThanEqual;
- case Maxwell::ComparisonOp::Always:
- case Maxwell::ComparisonOp::AlwaysOld:
+ case Maxwell::ComparisonOp::Always_D3D:
+ case Maxwell::ComparisonOp::Always_GL:
return Shader::CompareFunction::Always;
}
UNIMPLEMENTED_MSG("Unimplemented comparison op={}", comparison);
@@ -96,15 +96,18 @@ Shader::AttributeType CastAttributeType(const FixedPipelineState::VertexAttribut
return Shader::AttributeType::Disabled;
}
switch (attr.Type()) {
- case Maxwell::VertexAttribute::Type::SignedNorm:
- case Maxwell::VertexAttribute::Type::UnsignedNorm:
- case Maxwell::VertexAttribute::Type::UnsignedScaled:
- case Maxwell::VertexAttribute::Type::SignedScaled:
+ case Maxwell::VertexAttribute::Type::UnusedEnumDoNotUseBecauseItWillGoAway:
+ ASSERT_MSG(false, "Invalid vertex attribute type!");
+ return Shader::AttributeType::Disabled;
+ case Maxwell::VertexAttribute::Type::SNorm:
+ case Maxwell::VertexAttribute::Type::UNorm:
+ case Maxwell::VertexAttribute::Type::UScaled:
+ case Maxwell::VertexAttribute::Type::SScaled:
case Maxwell::VertexAttribute::Type::Float:
return Shader::AttributeType::Float;
- case Maxwell::VertexAttribute::Type::SignedInt:
+ case Maxwell::VertexAttribute::Type::SInt:
return Shader::AttributeType::SignedInt;
- case Maxwell::VertexAttribute::Type::UnsignedInt:
+ case Maxwell::VertexAttribute::Type::UInt:
return Shader::AttributeType::UnsignedInt;
}
return Shader::AttributeType::Float;
@@ -162,16 +165,14 @@ Shader::RuntimeInfo MakeRuntimeInfo(std::span<const Shader::IR::Program> program
}
break;
case Shader::Stage::TessellationEval:
- // We have to flip tessellation clockwise for some reason...
- info.tess_clockwise = key.state.tessellation_clockwise == 0;
info.tess_primitive = [&key] {
const u32 raw{key.state.tessellation_primitive.Value()};
- switch (static_cast<Maxwell::TessellationPrimitive>(raw)) {
- case Maxwell::TessellationPrimitive::Isolines:
+ switch (static_cast<Maxwell::Tessellation::DomainType>(raw)) {
+ case Maxwell::Tessellation::DomainType::Isolines:
return Shader::TessPrimitive::Isolines;
- case Maxwell::TessellationPrimitive::Triangles:
+ case Maxwell::Tessellation::DomainType::Triangles:
return Shader::TessPrimitive::Triangles;
- case Maxwell::TessellationPrimitive::Quads:
+ case Maxwell::Tessellation::DomainType::Quads:
return Shader::TessPrimitive::Quads;
}
ASSERT(false);
@@ -179,12 +180,12 @@ Shader::RuntimeInfo MakeRuntimeInfo(std::span<const Shader::IR::Program> program
}();
info.tess_spacing = [&] {
const u32 raw{key.state.tessellation_spacing};
- switch (static_cast<Maxwell::TessellationSpacing>(raw)) {
- case Maxwell::TessellationSpacing::Equal:
+ switch (static_cast<Maxwell::Tessellation::Spacing>(raw)) {
+ case Maxwell::Tessellation::Spacing::Integer:
return Shader::TessSpacing::Equal;
- case Maxwell::TessellationSpacing::FractionalOdd:
+ case Maxwell::Tessellation::Spacing::FractionalOdd:
return Shader::TessSpacing::FractionalOdd;
- case Maxwell::TessellationSpacing::FractionalEven:
+ case Maxwell::Tessellation::Spacing::FractionalEven:
return Shader::TessSpacing::FractionalEven;
}
ASSERT(false);
@@ -490,7 +491,7 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
// If games are using a small index count, we can assume these are full screen quads.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async
- if (maxwell3d->regs.index_array.count <= 6 || maxwell3d->regs.vertex_buffer.count <= 6) {
+ if (maxwell3d->regs.index_buffer.count <= 6 || maxwell3d->regs.vertex_buffer.count <= 6) {
return pipeline;
}
return nullptr;