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:
Hans-Kristian Arntzen 2020-09-11 15:07:07 +02:00
parent 1b2e190877
commit 1ce14c2ef3
1 changed files with 1 additions and 6 deletions

View File

@ -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;