[vulkan] 3rd Vulkan Global Maintenance (#4189)

Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road.

Special Thanks:

-> Mr. Smolio Gidolard (@gidoly)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189
This commit is contained in:
CamilleLaVey
2026-07-09 04:22:43 +02:00
committed by crueter
parent 41762940d6
commit 8225151a44
34 changed files with 739 additions and 133 deletions
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -5,11 +8,11 @@
#extension GL_ARB_shader_stencil_export : require
layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform isampler2D stencil_tex;
layout(binding = 1) uniform usampler2D stencil_tex;
layout(location = 0) in vec2 texcoord;
void main() {
gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
gl_FragStencilRefARB = textureLod(stencil_tex, texcoord, 0).r;
gl_FragStencilRefARB = int(textureLod(stencil_tex, texcoord, 0).r);
}