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
This commit is contained in:
gdkchan 2024-04-07 18:25:55 -03:00 committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
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83 changed files with 3263 additions and 955 deletions

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@ -4,15 +4,17 @@ namespace Ryujinx.Graphics.Shader
{
public int Set { get; }
public int Binding { get; }
public int ArrayLength { get; }
public string Name { get; }
public SamplerType Type { get; }
public TextureFormat Format { get; }
public TextureUsageFlags Flags { get; }
public TextureDefinition(int set, int binding, string name, SamplerType type, TextureFormat format, TextureUsageFlags flags)
public TextureDefinition(int set, int binding, int arrayLength, string name, SamplerType type, TextureFormat format, TextureUsageFlags flags)
{
Set = set;
Binding = binding;
ArrayLength = arrayLength;
Name = name;
Type = type;
Format = format;
@ -21,7 +23,7 @@ namespace Ryujinx.Graphics.Shader
public TextureDefinition SetFlag(TextureUsageFlags flag)
{
return new TextureDefinition(Set, Binding, Name, Type, Format, Flags | flag);
return new TextureDefinition(Set, Binding, ArrayLength, Name, Type, Format, Flags | flag);
}
}
}