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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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@ -11,17 +11,57 @@ namespace Ryujinx.ShaderTools
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{
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private class GpuAccessor : IGpuAccessor
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{
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private const int DefaultArrayLength = 32;
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private readonly byte[] _data;
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private int _texturesCount;
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private int _imagesCount;
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public GpuAccessor(byte[] data)
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{
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_data = data;
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_texturesCount = 0;
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_imagesCount = 0;
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}
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public int CreateConstantBufferBinding(int index)
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{
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return index + 1;
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}
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public int CreateImageBinding(int count, bool isBuffer)
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{
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int binding = _imagesCount;
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_imagesCount += count;
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return binding;
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}
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public int CreateStorageBufferBinding(int index)
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{
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return index;
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}
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public int CreateTextureBinding(int count, bool isBuffer)
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{
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int binding = _texturesCount;
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_texturesCount += count;
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return binding;
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}
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public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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return MemoryMarshal.Cast<byte, ulong>(new ReadOnlySpan<byte>(_data)[(int)address..]);
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}
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public int QueryTextureArrayLengthFromBuffer(int slot)
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{
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return DefaultArrayLength;
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}
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}
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private class Options
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