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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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@ -25,32 +25,32 @@ namespace Ryujinx.ShaderTools
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_imagesCount = 0;
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}
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public int CreateConstantBufferBinding(int index)
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public SetBindingPair CreateConstantBufferBinding(int index)
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{
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return index + 1;
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return new SetBindingPair(0, index + 1);
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}
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public int CreateImageBinding(int count, bool isBuffer)
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public SetBindingPair 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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return new SetBindingPair(3, binding);
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}
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public int CreateStorageBufferBinding(int index)
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public SetBindingPair CreateStorageBufferBinding(int index)
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{
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return index;
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return new SetBindingPair(1, index);
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}
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public int CreateTextureBinding(int count, bool isBuffer)
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public SetBindingPair 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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return new SetBindingPair(2, binding);
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}
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public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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