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
This commit is contained in:
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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@ -8,7 +8,9 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
public TextureFormat Format { get; set; }
public TextureFlags Flags { get; private set; }
public int Set { get; private set; }
public int Binding { get; private set; }
public int SamplerSet { get; private set; }
public int SamplerBinding { get; private set; }
public TextureOperation(
@ -16,6 +18,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
SamplerType type,
TextureFormat format,
TextureFlags flags,
int set,
int binding,
int compIndex,
Operand[] dests,
@ -24,24 +27,28 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
Type = type;
Format = format;
Flags = flags;
Set = set;
Binding = binding;
SamplerSet = -1;
SamplerBinding = -1;
}
public void TurnIntoArray(int binding)
public void TurnIntoArray(SetBindingPair setAndBinding)
{
Flags &= ~TextureFlags.Bindless;
Binding = binding;
Set = setAndBinding.SetIndex;
Binding = setAndBinding.Binding;
}
public void TurnIntoArray(int textureBinding, int samplerBinding)
public void TurnIntoArray(SetBindingPair textureSetAndBinding, SetBindingPair samplerSetAndBinding)
{
TurnIntoArray(textureBinding);
TurnIntoArray(textureSetAndBinding);
SamplerBinding = samplerBinding;
SamplerSet = samplerSetAndBinding.SetIndex;
SamplerBinding = samplerSetAndBinding.Binding;
}
public void SetBinding(int binding)
public void SetBinding(SetBindingPair setAndBinding)
{
if ((Flags & TextureFlags.Bindless) != 0)
{
@ -50,7 +57,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
RemoveSource(0);
}
Binding = binding;
Set = setAndBinding.SetIndex;
Binding = setAndBinding.Binding;
}
public void SetLodLevelFlag()