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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@@ -20,6 +20,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// </summary>
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InvalidCb1DataLength,
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/// <summary>
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/// The cache is missing the length of a texture array used by the shader.
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/// </summary>
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MissingTextureArrayLength,
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/// <summary>
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/// The cache is missing the descriptor of a texture used by the shader.
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/// </summary>
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@@ -60,6 +65,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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DiskCacheLoadResult.Success => "No error.",
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DiskCacheLoadResult.NoAccess => "Could not access the cache file.",
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DiskCacheLoadResult.InvalidCb1DataLength => "Constant buffer 1 data length is too low.",
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DiskCacheLoadResult.MissingTextureArrayLength => "Texture array length missing from the cache file.",
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DiskCacheLoadResult.MissingTextureDescriptor => "Texture descriptor missing from the cache file.",
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DiskCacheLoadResult.FileCorruptedGeneric => "The cache file is corrupted.",
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DiskCacheLoadResult.FileCorruptedInvalidMagic => "Magic check failed, the cache file is corrupted.",
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