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Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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4cc00bb4b1
commit
53d096e392
47 changed files with 996 additions and 262 deletions
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@ -124,6 +124,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetUniformBuffersCommand>(CommandType.SetUniformBuffers);
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Register<SetImageCommand>(CommandType.SetImage);
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Register<SetImageArrayCommand>(CommandType.SetImageArray);
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Register<SetImageArraySeparateCommand>(CommandType.SetImageArraySeparate);
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Register<SetIndexBufferCommand>(CommandType.SetIndexBuffer);
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Register<SetLineParametersCommand>(CommandType.SetLineParameters);
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Register<SetLogicOpStateCommand>(CommandType.SetLogicOpState);
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@ -141,6 +142,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetStencilTestCommand>(CommandType.SetStencilTest);
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Register<SetTextureAndSamplerCommand>(CommandType.SetTextureAndSampler);
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Register<SetTextureArrayCommand>(CommandType.SetTextureArray);
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Register<SetTextureArraySeparateCommand>(CommandType.SetTextureArraySeparate);
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Register<SetUserClipDistanceCommand>(CommandType.SetUserClipDistance);
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Register<SetVertexAttribsCommand>(CommandType.SetVertexAttribs);
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Register<SetVertexBuffersCommand>(CommandType.SetVertexBuffers);
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@ -84,6 +84,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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SetUniformBuffers,
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SetImage,
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SetImageArray,
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SetImageArraySeparate,
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SetIndexBuffer,
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SetLineParameters,
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SetLogicOpState,
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@ -101,6 +102,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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SetStencilTest,
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SetTextureAndSampler,
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SetTextureArray,
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SetTextureArraySeparate,
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SetUserClipDistance,
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SetVertexAttribs,
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SetVertexBuffers,
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@ -0,0 +1,26 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetImageArraySeparateCommand : IGALCommand, IGALCommand<SetImageArraySeparateCommand>
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{
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public readonly CommandType CommandType => CommandType.SetImageArraySeparate;
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private ShaderStage _stage;
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private int _setIndex;
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private TableRef<IImageArray> _array;
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public void Set(ShaderStage stage, int setIndex, TableRef<IImageArray> array)
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{
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_stage = stage;
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_setIndex = setIndex;
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_array = array;
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}
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public static void Run(ref SetImageArraySeparateCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetImageArraySeparate(command._stage, command._setIndex, command._array.GetAs<ThreadedImageArray>(threaded)?.Base);
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}
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}
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}
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@ -0,0 +1,26 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetTextureArraySeparateCommand : IGALCommand, IGALCommand<SetTextureArraySeparateCommand>
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{
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public readonly CommandType CommandType => CommandType.SetTextureArraySeparate;
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private ShaderStage _stage;
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private int _setIndex;
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private TableRef<ITextureArray> _array;
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public void Set(ShaderStage stage, int setIndex, TableRef<ITextureArray> array)
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{
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_stage = stage;
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_setIndex = setIndex;
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_array = array;
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}
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public static void Run(ref SetTextureArraySeparateCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetTextureArraySeparate(command._stage, command._setIndex, command._array.GetAs<ThreadedTextureArray>(threaded)?.Base);
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}
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}
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}
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@ -189,6 +189,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
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{
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_renderer.New<SetImageArraySeparateCommand>().Set(stage, setIndex, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
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@ -297,6 +303,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
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{
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_renderer.New<SetTextureArraySeparateCommand>().Set(stage, setIndex, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
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