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Vulkan: Skip draws when patches topology is used without a tessellation shader (#6508)
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3 changed files with 14 additions and 0 deletions
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@ -981,6 +981,7 @@ namespace Ryujinx.Graphics.Vulkan
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_bindingBarriersDirty = true;
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_newState.PipelineLayout = internalProgram.PipelineLayout;
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_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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_newState.StagesCount = (uint)stages.Length;
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stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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@ -311,6 +311,7 @@ namespace Ryujinx.Graphics.Vulkan
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set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
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}
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public bool HasTessellationControlShader;
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public NativeArray<PipelineShaderStageCreateInfo> Stages;
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public PipelineLayout PipelineLayout;
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public SpecData SpecializationData;
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@ -319,6 +320,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Initialize()
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{
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HasTessellationControlShader = false;
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Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
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AdvancedBlendSrcPreMultiplied = true;
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@ -419,6 +421,15 @@ namespace Ryujinx.Graphics.Vulkan
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PVertexBindingDescriptions = pVertexBindingDescriptions,
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};
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// Using patches topology without a tessellation shader is invalid.
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// If we find such a case, return null pipeline to skip the draw.
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if (Topology == PrimitiveTopology.PatchList && !HasTessellationControlShader)
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{
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program.AddGraphicsPipeline(ref Internal, null);
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return null;
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}
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bool primitiveRestartEnable = PrimitiveRestartEnable;
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bool topologySupportsRestart;
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@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Vulkan
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public bool HasMinimalLayout { get; }
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public bool UsePushDescriptors { get; }
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public bool IsCompute { get; }
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public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
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public uint Stages { get; }
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@ -461,6 +462,7 @@ namespace Ryujinx.Graphics.Vulkan
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stages[i] = _shaders[i].GetInfo();
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}
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pipeline.HasTessellationControlShader = HasTessellationControlShader;
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pipeline.StagesCount = (uint)_shaders.Length;
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pipeline.PipelineLayout = PipelineLayout;
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