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
This commit is contained in:
gdkchan
2024-04-07 18:25:55 -03:00
committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
83 changed files with 3263 additions and 955 deletions

View File

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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
{
struct CreateImageArrayCommand : IGALCommand, IGALCommand<CreateImageArrayCommand>
{
public readonly CommandType CommandType => CommandType.CreateImageArray;
private TableRef<ThreadedImageArray> _imageArray;
private int _size;
private bool _isBuffer;
public void Set(TableRef<ThreadedImageArray> imageArray, int size, bool isBuffer)
{
_imageArray = imageArray;
_size = size;
_isBuffer = isBuffer;
}
public static void Run(ref CreateImageArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
command._imageArray.Get(threaded).Base = renderer.CreateImageArray(command._size, command._isBuffer);
}
}
}