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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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83 changed files with 3263 additions and 955 deletions
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@ -16,9 +16,8 @@ namespace Ryujinx.Graphics.Shader
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Mask = 0xff,
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Array = 1 << 8,
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Indexed = 1 << 9,
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Multisample = 1 << 10,
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Shadow = 1 << 11,
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Multisample = 1 << 9,
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Shadow = 1 << 10,
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}
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static class SamplerTypeExtensions
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@ -36,6 +35,36 @@ namespace Ryujinx.Graphics.Shader
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};
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}
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public static string ToShortSamplerType(this SamplerType type)
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{
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string typeName = (type & SamplerType.Mask) switch
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{
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SamplerType.Texture1D => "1d",
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SamplerType.TextureBuffer => "b",
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SamplerType.Texture2D => "2d",
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SamplerType.Texture3D => "3d",
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SamplerType.TextureCube => "cube",
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_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
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};
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if ((type & SamplerType.Multisample) != 0)
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{
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typeName += "ms";
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}
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if ((type & SamplerType.Array) != 0)
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{
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typeName += "a";
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}
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if ((type & SamplerType.Shadow) != 0)
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{
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typeName += "s";
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}
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return typeName;
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}
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public static string ToGlslSamplerType(this SamplerType type)
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{
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string typeName = (type & SamplerType.Mask) switch
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