Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)

* Add support for bindless textures from shader input (vertex buffer)

* Shader cache version bump

* Format whitespace

* Remove cache entries on pool removal, disable for OpenGL

* PR feedback
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gdkchan 2024-04-22 15:05:55 -03:00 committed by GitHub
parent 9b94662b4b
commit c6f8bfed90
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GPG key ID: B5690EEEBB952194
39 changed files with 1091 additions and 311 deletions

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@ -160,37 +160,49 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
int setIndex = context.TargetApi == TargetApi.Vulkan ? sampler.Set : 0;
var dim = (sampler.Type & SamplerType.Mask) switch
SpvInstruction imageType;
SpvInstruction sampledImageType;
if (sampler.Type != SamplerType.None)
{
SamplerType.Texture1D => Dim.Dim1D,
SamplerType.Texture2D => Dim.Dim2D,
SamplerType.Texture3D => Dim.Dim3D,
SamplerType.TextureCube => Dim.Cube,
SamplerType.TextureBuffer => Dim.Buffer,
_ => throw new InvalidOperationException($"Invalid sampler type \"{sampler.Type & SamplerType.Mask}\"."),
};
var dim = (sampler.Type & SamplerType.Mask) switch
{
SamplerType.Texture1D => Dim.Dim1D,
SamplerType.Texture2D => Dim.Dim2D,
SamplerType.Texture3D => Dim.Dim3D,
SamplerType.TextureCube => Dim.Cube,
SamplerType.TextureBuffer => Dim.Buffer,
_ => throw new InvalidOperationException($"Invalid sampler type \"{sampler.Type & SamplerType.Mask}\"."),
};
var imageType = context.TypeImage(
context.TypeFP32(),
dim,
sampler.Type.HasFlag(SamplerType.Shadow),
sampler.Type.HasFlag(SamplerType.Array),
sampler.Type.HasFlag(SamplerType.Multisample),
1,
ImageFormat.Unknown);
imageType = context.TypeImage(
context.TypeFP32(),
dim,
sampler.Type.HasFlag(SamplerType.Shadow),
sampler.Type.HasFlag(SamplerType.Array),
sampler.Type.HasFlag(SamplerType.Multisample),
1,
ImageFormat.Unknown);
var sampledImageType = context.TypeSampledImage(imageType);
var sampledImagePointerType = context.TypePointer(StorageClass.UniformConstant, sampledImageType);
sampledImageType = context.TypeSampledImage(imageType);
}
else
{
imageType = sampledImageType = context.TypeSampler();
}
var sampledOrSeparateImageType = sampler.Separate ? imageType : sampledImageType;
var sampledImagePointerType = context.TypePointer(StorageClass.UniformConstant, sampledOrSeparateImageType);
var sampledImageArrayPointerType = sampledImagePointerType;
if (sampler.ArrayLength == 0)
{
var sampledImageArrayType = context.TypeRuntimeArray(sampledImageType);
var sampledImageArrayType = context.TypeRuntimeArray(sampledOrSeparateImageType);
sampledImageArrayPointerType = context.TypePointer(StorageClass.UniformConstant, sampledImageArrayType);
}
else if (sampler.ArrayLength != 1)
{
var sampledImageArrayType = context.TypeArray(sampledImageType, context.Constant(context.TypeU32(), sampler.ArrayLength));
var sampledImageArrayType = context.TypeArray(sampledOrSeparateImageType, context.Constant(context.TypeU32(), sampler.ArrayLength));
sampledImageArrayPointerType = context.TypePointer(StorageClass.UniformConstant, sampledImageArrayType);
}