Add support for large sampler arrays on Vulkan (#6489)
* 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
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@@ -59,6 +59,7 @@ namespace Ryujinx.Graphics.GAL
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat);
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void SetImageArray(ShaderStage stage, int binding, IImageArray array);
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void SetLineParameters(float width, bool smooth);
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@@ -89,6 +90,7 @@ namespace Ryujinx.Graphics.GAL
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void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers);
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void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler);
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void SetTextureArray(ShaderStage stage, int binding, ITextureArray array);
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void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers);
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