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nv2a/vk: Relax and simplify surface to texture constraints #2739
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nv2a/vk: Relax and simplify surface to texture constraints #2739
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Summary of ChangesHello @mborgerson, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request refines the process of converting render surfaces to textures within the nv2a/vk graphics pipeline. It introduces more flexible compatibility checks between surface and texture formats and provides an alternative, potentially more efficient, path for depth/stencil data conversion, aiming to enhance overall rendering performance. Highlights
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Code Review
This pull request aims to relax and simplify surface-to-texture constraints, which can improve performance in some cases. The changes primarily involve simplifying the compatibility check between surfaces and textures and adding a more direct copy path for depth/stencil surfaces that do not require format conversion via a compute shader. While the overall direction is good, I've identified a critical issue in the new compatibility check logic that could lead to invalid Vulkan API calls. My review includes a detailed comment on this issue, which remains relevant as originally stated.
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Pull request overview
This PR optimizes the surface-to-texture copy path in the NV2A Vulkan renderer by relaxing format compatibility constraints and adding a fast path for depth surfaces that don't require compute shader conversion.
Changes:
- Removed assertion that forced all depth-surface-to-texture copies to use compute shader conversion
- Added conditional logic to use direct buffer transfer when compute conversion is unnecessary
- Simplified surface-to-texture compatibility checking to compare texel sizes rather than explicit format pairs
- Added
vk_format_texel_size()helper function to determine format sizes

Improves performance in some cases.