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Correct ordering of compute buffer bind

This commit is contained in:
gdk 2019-11-22 20:37:45 -03:00 committed by Thog
parent 79de8fd490
commit 3ac023bb60

View file

@ -40,32 +40,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
ShaderProgramInfo info = cs.Shader.Program.Info; ShaderProgramInfo info = cs.Shader.Program.Info;
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeImages(imageBindings);
uint sbEnableMask = 0; uint sbEnableMask = 0;
uint ubEnableMask = dispatchParams.UnpackUniformBuffersEnableMask(); uint ubEnableMask = dispatchParams.UnpackUniformBuffersEnableMask();
@ -111,6 +85,32 @@ namespace Ryujinx.Graphics.Gpu.Engine
_bufferManager.SetComputeStorageBufferEnableMask(sbEnableMask); _bufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
_bufferManager.SetComputeUniformBufferEnableMask(ubEnableMask); _bufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeImages(imageBindings);
_bufferManager.CommitComputeBindings(); _bufferManager.CommitComputeBindings();
_textureManager.CommitComputeBindings(); _textureManager.CommitComputeBindings();