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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@@ -146,9 +146,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else if (operation is AstTextureOperation texOp)
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{
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if (texOp.Inst == Instruction.ImageLoad ||
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texOp.Inst == Instruction.ImageStore ||
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texOp.Inst == Instruction.ImageAtomic)
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if (texOp.Inst.IsImage())
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{
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return texOp.GetVectorType(texOp.Format.GetComponentType());
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}
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