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:
@@ -958,6 +958,11 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
}
|
||||
}
|
||||
|
||||
public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
|
||||
{
|
||||
(array as ImageArray).Bind(binding);
|
||||
}
|
||||
|
||||
public void SetIndexBuffer(BufferRange buffer, IndexType type)
|
||||
{
|
||||
_elementsType = type.Convert();
|
||||
@@ -1302,6 +1307,10 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
|
||||
{
|
||||
(array as TextureArray).Bind(binding);
|
||||
}
|
||||
|
||||
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
|
||||
{
|
||||
|
Reference in New Issue
Block a user