Merge pull request #5796 from ReinUsesLisp/vertex-a-bypass-vk
vk_pipeline_cache: Properly bypass VertexA shaders
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commit
19c14589d3
@ -355,14 +355,12 @@ VKPipelineCache::DecompileShaders(const FixedPipelineState& fixed_state) {
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SPIRVProgram program;
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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for (std::size_t index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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const auto program_enum = static_cast<Maxwell::ShaderProgram>(index);
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// Skip stages that are not enabled
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if (!maxwell3d.regs.IsShaderConfigEnabled(index)) {
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continue;
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}
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const GPUVAddr gpu_addr = GetShaderAddress(maxwell3d, program_enum);
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const std::optional<VAddr> cpu_addr = gpu_memory.GpuToCpuAddress(gpu_addr);
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Shader* const shader = cpu_addr ? TryGet(*cpu_addr) : null_shader.get();
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@ -372,12 +370,8 @@ VKPipelineCache::DecompileShaders(const FixedPipelineState& fixed_state) {
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const auto& entries = shader->GetEntries();
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program[stage] = {
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Decompile(device, shader->GetIR(), program_type, shader->GetRegistry(), specialization),
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entries};
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if (program_enum == Maxwell::ShaderProgram::VertexA) {
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// VertexB was combined with VertexA, so we skip the VertexB iteration
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++index;
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}
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entries,
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};
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const u32 old_binding = specialization.base_binding;
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specialization.base_binding =
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