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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
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47 changed files with 996 additions and 262 deletions
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@ -4,14 +4,16 @@ namespace Ryujinx.Graphics.Shader
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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public readonly int Set;
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public readonly int Binding;
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public readonly byte Slot;
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public readonly byte SbCbSlot;
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public readonly ushort SbCbOffset;
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public readonly BufferUsageFlags Flags;
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public BufferDescriptor(int binding, int slot)
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public BufferDescriptor(int set, int binding, int slot)
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{
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Set = set;
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Binding = binding;
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Slot = (byte)slot;
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SbCbSlot = 0;
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@ -19,8 +21,9 @@ namespace Ryujinx.Graphics.Shader
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Flags = BufferUsageFlags.None;
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}
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public BufferDescriptor(int binding, int slot, int sbCbSlot, int sbCbOffset, BufferUsageFlags flags)
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public BufferDescriptor(int set, int binding, int slot, int sbCbSlot, int sbCbOffset, BufferUsageFlags flags)
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{
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Set = set;
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Binding = binding;
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Slot = (byte)slot;
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SbCbSlot = (byte)sbCbSlot;
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