Retain Shader Binding State Across Stages

An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
This commit is contained in:
PixelyIon
2021-12-11 12:52:41 +05:30
parent 550d12b7fa
commit afa34e320a
3 changed files with 7 additions and 6 deletions

View File

@ -125,13 +125,12 @@ namespace skyline::gpu {
}
};
vk::raii::ShaderModule ShaderManager::CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo& runtimeInfo) {
vk::raii::ShaderModule ShaderManager::CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo &runtimeInfo, Shader::Backend::Bindings &bindings) {
GraphicsEnvironment environment{binary, baseOffset, stage};
Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
auto program{Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo)};
Shader::Backend::Bindings bindings{};
auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
runtimeInfo.previous_stage_stores = program.info.stores;