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authorcrueter <crueter@eden-emu.dev>2026-08-23 17:31:09 +0200
committercrueter <crueter@eden-emu.dev>2026-08-23 17:31:09 +0200
commit3e07b466ebd43f90ccfc4b2a79fe7fd62843f94a (patch)
tree5c7ee8774d65102142f719ac7ac5555482e30ef9 /src/video_core/renderer_vulkan/vk_scheduler.cpp
parent5b86242313ecc8fd81c90e4678dcd2e59dcb13bb (diff)
[vulkan] Adjustments on MSAA and BlitHelpers (#4287)
PR/Commit Owner: CamilleLaVey This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage. Special Thanks 1.- Big Smolio (@Gidoly) Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Samuel <lizzie@eden-emu.dev>
Diffstat (limited to 'src/video_core/renderer_vulkan/vk_scheduler.cpp')
-rw-r--r--src/video_core/renderer_vulkan/vk_scheduler.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/video_core/renderer_vulkan/vk_scheduler.cpp b/src/video_core/renderer_vulkan/vk_scheduler.cpp
index 3601a3e891..92dcd20111 100644
--- a/src/video_core/renderer_vulkan/vk_scheduler.cpp
+++ b/src/video_core/renderer_vulkan/vk_scheduler.cpp
@@ -132,6 +132,7 @@ void Scheduler::BeginRenderPassImpl(const Framebuffer* framebuffer, VkRenderPass
num_renderpass_images = framebuffer->NumImages();
renderpass_images = framebuffer->Images();
renderpass_image_ranges = framebuffer->ImageRanges();
+ framebuffer->MarkResolveShadowsUpToDate();
}
void Scheduler::RealizeDeferredClear() {
@@ -155,8 +156,10 @@ void Scheduler::RealizeDeferredClear() {
}
const u32 color_discard_mask =
dc.framebuffer->DiscardsMsaaColor() ? dc.color_clear_mask : 0u;
+ const bool depth_stencil_discard =
+ dc.depth_stencil && dc.framebuffer->DiscardsMsaaDepthStencil();
const VkRenderPass renderpass = dc.framebuffer->RenderPassVariant(
- dc.color_clear_mask, dc.depth_stencil, color_discard_mask);
+ dc.color_clear_mask, dc.depth_stencil, color_discard_mask, depth_stencil_discard);
EndRenderPass();
BeginRenderPassImpl(dc.framebuffer, renderpass, clear_values.data(), count);
}
@@ -190,6 +193,14 @@ bool Scheduler::DeferDepthStencilClear(const Framebuffer* framebuffer, const VkC
return true;
}
+void Scheduler::FlushDeferredClear() {
+ if (deferred_clear.framebuffer == nullptr) {
+ return;
+ }
+ RealizeDeferredClear();
+ EndRenderPass();
+}
+
void Scheduler::RequestRenderpass(const Framebuffer* framebuffer) {
if (deferred_clear.framebuffer == framebuffer) {
RealizeDeferredClear();