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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gdkchan 2024-05-26 13:30:19 -03:00 committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
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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
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
public readonly int Set;
public readonly int Binding;
public readonly byte Slot;
public readonly byte SbCbSlot;
public readonly ushort SbCbOffset;
public readonly BufferUsageFlags Flags;
public BufferDescriptor(int binding, int slot)
public BufferDescriptor(int set, int binding, int slot)
{
Set = set;
Binding = binding;
Slot = (byte)slot;
SbCbSlot = 0;
@ -19,8 +21,9 @@ namespace Ryujinx.Graphics.Shader
Flags = BufferUsageFlags.None;
}
public BufferDescriptor(int binding, int slot, int sbCbSlot, int sbCbOffset, BufferUsageFlags flags)
public BufferDescriptor(int set, int binding, int slot, int sbCbSlot, int sbCbOffset, BufferUsageFlags flags)
{
Set = set;
Binding = binding;
Slot = (byte)slot;
SbCbSlot = (byte)sbCbSlot;