vkd3d: Remove bindless CBV workaround.
Not relevant anymore, and should see good uplift on NV depending on content. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
parent
1b2e190877
commit
1ce14c2ef3
|
@ -3379,16 +3379,11 @@ static uint32_t vkd3d_bindless_state_get_bindless_flags(struct d3d12_device *dev
|
|||
device_info->descriptor_indexing_features.shaderStorageTexelBufferArrayNonUniformIndexing)
|
||||
flags |= VKD3D_BINDLESS_UAV;
|
||||
|
||||
#if 0
|
||||
/* NVIDIA drivers currently (as of 2020-03-25) seem to have some rather interesting issues with bindless UBO where bindless SSBO
|
||||
* appears to work just fine. AMD does not care about UBO vs SSBO, so just use bindless SSBO until the issues are resolved. */
|
||||
if (device_info->descriptor_indexing_properties.maxPerStageDescriptorUpdateAfterBindUniformBuffers >= 1000000 &&
|
||||
device_info->descriptor_indexing_features.descriptorBindingUniformBufferUpdateAfterBind &&
|
||||
device_info->descriptor_indexing_features.shaderUniformBufferArrayNonUniformIndexing)
|
||||
flags |= VKD3D_BINDLESS_CBV;
|
||||
else
|
||||
#endif
|
||||
if (device_info->descriptor_indexing_properties.maxPerStageDescriptorUpdateAfterBindStorageBuffers >= 1000000 &&
|
||||
else if (device_info->descriptor_indexing_properties.maxPerStageDescriptorUpdateAfterBindStorageBuffers >= 1000000 &&
|
||||
device_info->descriptor_indexing_features.descriptorBindingStorageBufferUpdateAfterBind &&
|
||||
device_info->descriptor_indexing_features.shaderStorageBufferArrayNonUniformIndexing)
|
||||
flags |= VKD3D_BINDLESS_CBV | VKD3D_BINDLESS_CBV_AS_SSBO;
|
||||
|
|
Loading…
Reference in New Issue