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MacOS: Allow barriers inside a render pass for non-Apple GPUs and don't treat as TBDR (#5440)
* MoltenVK: Allow barriers inside a render pass on non-Apple GPUs * Don't treat all non-Apple GPUs using MoltenVK as TBDR
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@ -144,9 +144,9 @@ namespace Ryujinx.Graphics.Vulkan
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{
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{
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_drawCountSinceBarrier = DrawCount;
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_drawCountSinceBarrier = DrawCount;
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// Barriers apparently have no effect inside a render pass on MoltenVK.
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// Barriers are not supported inside a render pass on Apple GPUs.
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// As a workaround, end the render pass.
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// As a workaround, end the render pass.
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if (Gd.IsMoltenVk)
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if (Gd.Vendor == Vendor.Apple)
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{
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{
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EndRenderPass();
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EndRenderPass();
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}
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}
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@ -680,7 +680,8 @@ namespace Ryujinx.Graphics.Vulkan
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IsAmdWindows = Vendor == Vendor.Amd && OperatingSystem.IsWindows();
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IsAmdWindows = Vendor == Vendor.Amd && OperatingSystem.IsWindows();
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IsIntelWindows = Vendor == Vendor.Intel && OperatingSystem.IsWindows();
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IsIntelWindows = Vendor == Vendor.Intel && OperatingSystem.IsWindows();
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IsTBDR = IsMoltenVk ||
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IsTBDR =
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Vendor == Vendor.Apple ||
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Vendor == Vendor.Qualcomm ||
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Vendor == Vendor.Qualcomm ||
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Vendor == Vendor.ARM ||
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Vendor == Vendor.ARM ||
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Vendor == Vendor.Broadcom ||
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Vendor == Vendor.Broadcom ||
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