VideoCommon: revert max pixel shader samplers back to 8 for Android devices.

It was reported that some games (Zelda Wind Waker and Zelda Twilight Princess but others may also exhibit the issue) have graphical issues with the max pixel samplers set to 16 on some Android devices (ex: Pixel6); since this was increased for a performance heavy feature (custom shaders) just disable it for now.  In the future, this could be handled more elegantly
This commit is contained in:
iwubcode
2023-12-21 00:22:16 -06:00
parent 70b7a59456
commit 79648e1c24
3 changed files with 26 additions and 0 deletions

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@ -121,6 +121,12 @@ bool ObjectCache::CreateDescriptorSetLayouts()
VK_SHADER_STAGE_GEOMETRY_BIT},
}};
#ifdef ANDROID
static const std::array<VkDescriptorSetLayoutBinding, 1> standard_sampler_bindings{{
{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
static_cast<u32>(VideoCommon::MAX_PIXEL_SHADER_SAMPLERS), VK_SHADER_STAGE_FRAGMENT_BIT},
}};
#else
constexpr u32 MAX_PIXEL_SAMPLER_ARRAY_SIZE = 8;
constexpr u32 TOTAL_PIXEL_SAMPLER_BINDINGS =
1 + (VideoCommon::MAX_PIXEL_SHADER_SAMPLERS - MAX_PIXEL_SAMPLER_ARRAY_SIZE);
@ -139,6 +145,7 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{14, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{15, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}};
#endif
// The dynamic veretex loader's vertex buffer must be last here, for similar reasons
static const std::array<VkDescriptorSetLayoutBinding, 2> standard_ssbo_bindings{{