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