From 72daa2a039d58d23b0dca035bb5f6af8b10ce97b Mon Sep 17 00:00:00 2001 From: FernandoS27 Date: Mon, 5 Apr 2021 08:56:58 +0200 Subject: [PATCH] shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardware --- src/shader_recompiler/backend/spirv/emit_context.cpp | 2 +- src/video_core/renderer_vulkan/vk_pipeline_cache.cpp | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/src/shader_recompiler/backend/spirv/emit_context.cpp b/src/shader_recompiler/backend/spirv/emit_context.cpp index 5ef637fe7c..002b305dcd 100644 --- a/src/shader_recompiler/backend/spirv/emit_context.cpp +++ b/src/shader_recompiler/backend/spirv/emit_context.cpp @@ -45,7 +45,7 @@ Id ImageType(EmitContext& ctx, const TextureDescriptor& desc) { case TextureType::ShadowCube: return ctx.TypeImage(type, spv::Dim::Cube, true, false, false, 1, format); case TextureType::ShadowArrayCube: - return ctx.TypeImage(type, spv::Dim::Cube, false, true, false, 1, format); + return ctx.TypeImage(type, spv::Dim::Cube, true, true, false, 1, format); } throw InvalidArgument("Invalid texture type {}", desc.type); } diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp index f88ab67ae4..088de7001f 100644 --- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp +++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp @@ -6,6 +6,7 @@ #include #include #include +#include #include #include "common/bit_cast.h" @@ -607,7 +608,8 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::GPU& gpu_, scheduler{scheduler_}, descriptor_pool{descriptor_pool_}, update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_}, buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, - workers(11, "yuzu:PipelineBuilder"), serialization_thread(1, "yuzu:PipelineSerialization") { + workers(std::thread::hardware_concurrency() - 1, "yuzu:PipelineBuilder"), + serialization_thread(1, "yuzu:PipelineSerialization") { const auto& float_control{device.FloatControlProperties()}; const VkDriverIdKHR driver_id{device.GetDriverID()}; base_profile = Shader::Profile{