This should allow resolution of pending validation error by creating an image with extended usage flags, but narrowed usage for image views.
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2 changed files with 4 additions and 4 deletions
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@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.Vulkan
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var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
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var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
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var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample);
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var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample, true);
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var flags = ImageCreateFlags.CreateMutableFormatBit | ImageCreateFlags.CreateExtendedUsageBit;
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var flags = ImageCreateFlags.CreateMutableFormatBit | ImageCreateFlags.CreateExtendedUsageBit;
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@ -292,7 +292,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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}
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}
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public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage)
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public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage, bool extendedUsage)
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{
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{
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var usage = DefaultUsageFlags;
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var usage = DefaultUsageFlags;
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@ -305,7 +305,7 @@ namespace Ryujinx.Graphics.Vulkan
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usage |= ImageUsageFlags.ColorAttachmentBit;
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usage |= ImageUsageFlags.ColorAttachmentBit;
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}
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}
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if (format.IsImageCompatible() && (supportsMsStorage || !target.IsMultisample()))
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if ((format.IsImageCompatible() && (supportsMsStorage || !target.IsMultisample())) || extendedUsage)
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{
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{
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usage |= ImageUsageFlags.StorageBit;
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usage |= ImageUsageFlags.StorageBit;
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}
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}
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@ -60,7 +60,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.Textures.Add(this);
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gd.Textures.Add(this);
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var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
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var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
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var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample);
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var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample, false);
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var levels = (uint)info.Levels;
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var levels = (uint)info.Levels;
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var layers = (uint)info.GetLayers();
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var layers = (uint)info.GetLayers();
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