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Revert PRs 7226(1.1.1385), 7311(1.1.1392), and 7312 (1.1.1396).
* "Vulkan: Feedback loop detection and barriers (#7226)" * "Change image format view handling to allow view incompatible formats (#7311)" * "Add support for sampler sRGB disable (#7312)" * These changes prevent slowdowns in several areas in Paper Mario: The Thousand Year Door, possibly other games.
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49 changed files with 358 additions and 879 deletions
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@ -509,7 +509,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (binding.IsImage)
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{
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_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture);
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_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture, binding.Format);
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}
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else
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{
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@ -873,11 +873,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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Format format,
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bool isImage)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage));
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_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
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}
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/// <summary>
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@ -896,11 +897,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index)
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int index,
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Format format)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index));
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_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
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}
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/// <summary>
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@ -919,11 +921,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index)
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int index,
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Format format)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index));
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_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
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}
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/// <summary>
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