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* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
8 lines
198 B
C#
8 lines
198 B
C#
namespace Ryujinx.Graphics.GAL
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{
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public interface ITextureArray
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{
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void SetSamplers(int index, ISampler[] samplers);
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void SetTextures(int index, ITexture[] textures);
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}
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}
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