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@ -10,10 +10,10 @@
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/renderer_vulkan/vk_texture_runtime.h"
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#include "video_core/renderer_vulkan/vk_texture_runtime.h"
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#include "video_core/host_shaders/format_reinterpreter/vulkan_d24s8_to_rgba8_comp_spv.h"
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#include "video_core/host_shaders/format_reinterpreter/vulkan_d24s8_to_rgba8_comp.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag.h"
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#include "video_core/host_shaders/vulkan_depth_to_buffer_comp_spv.h"
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#include "video_core/host_shaders/vulkan_depth_to_buffer_comp.h"
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namespace Vulkan {
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namespace Vulkan {
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@ -189,10 +189,14 @@ BlitHelper::BlitHelper(const Instance& instance_, Scheduler& scheduler_, Descrip
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PipelineLayoutCreateInfo(&compute_buffer_provider.Layout(), true))},
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PipelineLayoutCreateInfo(&compute_buffer_provider.Layout(), true))},
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two_textures_pipeline_layout{
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two_textures_pipeline_layout{
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device.createPipelineLayout(PipelineLayoutCreateInfo(&two_textures_provider.Layout()))},
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device.createPipelineLayout(PipelineLayoutCreateInfo(&two_textures_provider.Layout()))},
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full_screen_vert{CompileSPV(FULL_SCREEN_TRIANGLE_VERT_SPV, device)},
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full_screen_vert{Compile(HostShaders::FULL_SCREEN_TRIANGLE_VERT,
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d24s8_to_rgba8_comp{CompileSPV(VULKAN_D24S8_TO_RGBA8_COMP_SPV, device)},
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vk::ShaderStageFlagBits::eVertex, device)},
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depth_to_buffer_comp{CompileSPV(VULKAN_DEPTH_TO_BUFFER_COMP_SPV, device)},
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d24s8_to_rgba8_comp{Compile(HostShaders::VULKAN_D24S8_TO_RGBA8_COMP,
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blit_depth_stencil_frag{CompileSPV(VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV, device)},
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vk::ShaderStageFlagBits::eCompute, device)},
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depth_to_buffer_comp{Compile(HostShaders::VULKAN_DEPTH_TO_BUFFER_COMP,
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vk::ShaderStageFlagBits::eCompute, device)},
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blit_depth_stencil_frag{Compile(HostShaders::VULKAN_BLIT_DEPTH_STENCIL_FRAG,
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vk::ShaderStageFlagBits::eFragment, device)},
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d24s8_to_rgba8_pipeline{MakeComputePipeline(d24s8_to_rgba8_comp, compute_pipeline_layout)},
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d24s8_to_rgba8_pipeline{MakeComputePipeline(d24s8_to_rgba8_comp, compute_pipeline_layout)},
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depth_to_buffer_pipeline{
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depth_to_buffer_pipeline{
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MakeComputePipeline(depth_to_buffer_comp, compute_buffer_pipeline_layout)},
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MakeComputePipeline(depth_to_buffer_comp, compute_buffer_pipeline_layout)},
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