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shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardware
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parent
9e6fe430bd
commit
72daa2a039
2 changed files with 4 additions and 2 deletions
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@ -45,7 +45,7 @@ Id ImageType(EmitContext& ctx, const TextureDescriptor& desc) {
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case TextureType::ShadowCube:
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case TextureType::ShadowCube:
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return ctx.TypeImage(type, spv::Dim::Cube, true, false, false, 1, format);
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return ctx.TypeImage(type, spv::Dim::Cube, true, false, false, 1, format);
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case TextureType::ShadowArrayCube:
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case TextureType::ShadowArrayCube:
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return ctx.TypeImage(type, spv::Dim::Cube, false, true, false, 1, format);
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return ctx.TypeImage(type, spv::Dim::Cube, true, true, false, 1, format);
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}
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}
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throw InvalidArgument("Invalid texture type {}", desc.type);
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throw InvalidArgument("Invalid texture type {}", desc.type);
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}
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}
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@ -6,6 +6,7 @@
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#include <cstddef>
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#include <cstddef>
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#include <fstream>
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#include <fstream>
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#include <memory>
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#include <memory>
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#include <thread>
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#include <vector>
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#include <vector>
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#include "common/bit_cast.h"
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#include "common/bit_cast.h"
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@ -607,7 +608,8 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::GPU& gpu_,
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scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
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scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
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update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
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update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
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buffer_cache{buffer_cache_}, texture_cache{texture_cache_},
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buffer_cache{buffer_cache_}, texture_cache{texture_cache_},
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workers(11, "yuzu:PipelineBuilder"), serialization_thread(1, "yuzu:PipelineSerialization") {
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workers(std::thread::hardware_concurrency() - 1, "yuzu:PipelineBuilder"),
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serialization_thread(1, "yuzu:PipelineSerialization") {
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const auto& float_control{device.FloatControlProperties()};
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const auto& float_control{device.FloatControlProperties()};
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const VkDriverIdKHR driver_id{device.GetDriverID()};
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const VkDriverIdKHR driver_id{device.GetDriverID()};
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base_profile = Shader::Profile{
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base_profile = Shader::Profile{
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