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Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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808803d97a
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83 changed files with 3263 additions and 955 deletions
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@ -161,5 +161,17 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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inst &= Instruction.Mask;
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return inst == Instruction.Lod || inst == Instruction.TextureQuerySamples || inst == Instruction.TextureQuerySize;
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}
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public static bool IsImage(this Instruction inst)
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{
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inst &= Instruction.Mask;
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return inst == Instruction.ImageAtomic || inst == Instruction.ImageLoad || inst == Instruction.ImageStore;
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}
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public static bool IsImageStore(this Instruction inst)
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{
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inst &= Instruction.Mask;
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return inst == Instruction.ImageAtomic || inst == Instruction.ImageStore;
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}
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}
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}
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@ -20,13 +20,13 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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}
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set
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{
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if (value != null && value.Type == OperandType.LocalVariable)
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{
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value.AsgOp = this;
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}
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if (value != null)
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{
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if (value.Type == OperandType.LocalVariable)
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{
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value.AsgOp = this;
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}
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_dests = new[] { value };
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}
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else
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@ -26,9 +26,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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Binding = binding;
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}
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public void TurnIntoIndexed(int binding)
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public void TurnIntoArray(int binding)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Binding = binding;
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}
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