Revert PRs 7226(1.1.1385), 7311(1.1.1392), and 7312 (1.1.1396).

* "Vulkan: Feedback loop detection and barriers (#7226)"

* "Change image format view handling to allow view incompatible formats (#7311)"

* "Add support for sampler sRGB disable (#7312)"

* These changes prevent slowdowns in several areas in Paper Mario: The Thousand Year Door, possibly other games.
This commit is contained in:
KeatonTheBot
2024-10-22 18:12:51 -05:00
parent a2c0035013
commit 02a5f75fab
49 changed files with 358 additions and 879 deletions
@@ -509,7 +509,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (binding.IsImage)
{
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture);
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture, binding.Format);
}
else
{
@@ -873,11 +873,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
}
/// <summary>
@@ -896,11 +897,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index)
int index,
Format format)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
}
/// <summary>
@@ -919,11 +921,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index)
int index,
Format format)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
}
/// <summary>
@@ -34,26 +34,33 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public int Index { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Create a new buffer texture binding.
/// </summary>
/// <param name="array">Array</param>
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="index">Index of the binding on the array</param>
/// <param name="format">Binding format</param>
public BufferTextureArrayBinding(
T array,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index)
int index,
Format format)
{
Array = array;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Index = index;
Format = format;
}
}
}
@@ -30,6 +30,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public TextureBindingInfo BindingInfo { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Whether the binding is for an image or a sampler.
/// </summary>
@@ -42,18 +47,21 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="format">Binding format</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public BufferTextureBinding(
ShaderStage stage,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
Stage = stage;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}
}