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| author | ryana <ryanamayque@gmail.com> | 2026-05-04 18:16:11 +0200 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2026-05-04 18:16:11 +0200 |
| commit | 27e5cb0f126749d27935215a3c67ec338a0f06fc (patch) | |
| tree | c4363f6bbb9a9b09477814c436f90adb012a7868 /src/video_core/vulkan_common/vulkan_device.h | |
| parent | a76c76d122129da7399cd9b6a5d9d6695a95e8cf (diff) | |
[spirv] mark sampled image descriptor indices non-uniform (#3900)
fixes incorrect texture selection on vk when shaders use per-pixel descriptor indices, in line with #3898 so dynamic descs are no longer treated as uniform
also fixes TD;LTD spotty grass issue on SD not addressed by above pr
you can test out all the fixes here: https://git.eden-emu.dev/may/eden/src/branch/may/integrate-texture-descriptor-fixes
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3900
Reviewed-by: crueter <crueter@eden-emu.dev>
Diffstat (limited to 'src/video_core/vulkan_common/vulkan_device.h')
| -rw-r--r-- | src/video_core/vulkan_common/vulkan_device.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/video_core/vulkan_common/vulkan_device.h b/src/video_core/vulkan_common/vulkan_device.h index a5ffd08eac..13fe1b371f 100644 --- a/src/video_core/vulkan_common/vulkan_device.h +++ b/src/video_core/vulkan_common/vulkan_device.h @@ -33,6 +33,7 @@ VK_DEFINE_HANDLE(VmaAllocator) FEATURE(KHR, VariablePointer, VARIABLE_POINTERS, variable_pointer) #define FOR_EACH_VK_FEATURE_1_2(FEATURE) \ + FEATURE(EXT, DescriptorIndexing, DESCRIPTOR_INDEXING, descriptor_indexing) \ FEATURE(EXT, HostQueryReset, HOST_QUERY_RESET, host_query_reset) \ FEATURE(KHR, 8BitStorage, 8BIT_STORAGE, bit8_storage) \ FEATURE(KHR, TimelineSemaphore, TIMELINE_SEMAPHORE, timeline_semaphore) @@ -367,6 +368,10 @@ public: return GetDriverID() != VK_DRIVER_ID_QUALCOMM_PROPRIETARY; } + bool IsSampledImageArrayNonUniformIndexingSupported() const { + return features.descriptor_indexing.shaderSampledImageArrayNonUniformIndexing; + } + /// Returns true if the device supports float64 natively. bool IsFloat64Supported() const { return features.features.shaderFloat64; |
