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[shader_recompiler] handle dynamic texture descriptor strides (#3898)
this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries tested on steam deck/amd notes - DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways) - removed cbuf scanning because i figured out how to do a bounds check statically credits: - Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898 Reviewed-by: crueter <crueter@eden-emu.dev>
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5 changed files with 140 additions and 15 deletions
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@ -335,6 +335,18 @@ public:
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return properties.properties.limits.maxDescriptorSetUniformBuffersDynamic;
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}
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u32 GetMaxPerStageDescriptorSampledImages() const {
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return properties.properties.limits.maxPerStageDescriptorSampledImages;
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}
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u32 GetMaxPerStageResources() const {
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return properties.properties.limits.maxPerStageResources;
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}
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u32 GetMaxDescriptorSetSampledImages() const {
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return properties.properties.limits.maxDescriptorSetSampledImages;
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}
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/// Returns float control properties of the device.
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const VkPhysicalDeviceFloatControlsPropertiesKHR& FloatControlProperties() const {
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return properties.float_controls;
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