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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@@ -299,6 +299,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return handle;
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}
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public IImageArray CreateImageArray(int size, bool isBuffer)
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{
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var imageArray = new ThreadedImageArray(this);
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New<CreateImageArrayCommand>().Set(Ref(imageArray), size, isBuffer);
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QueueCommand();
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return imageArray;
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}
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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var program = new ThreadedProgram(this);
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@@ -349,6 +358,14 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return texture;
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}
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}
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public ITextureArray CreateTextureArray(int size, bool isBuffer)
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{
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var textureArray = new ThreadedTextureArray(this);
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New<CreateTextureArrayCommand>().Set(Ref(textureArray), size, isBuffer);
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QueueCommand();
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return textureArray;
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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