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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@@ -4,15 +4,17 @@ namespace Ryujinx.Graphics.Shader
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{
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public int Set { get; }
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public int Binding { get; }
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public int ArrayLength { get; }
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public string Name { get; }
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public SamplerType Type { get; }
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public TextureFormat Format { get; }
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public TextureUsageFlags Flags { get; }
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public TextureDefinition(int set, int binding, string name, SamplerType type, TextureFormat format, TextureUsageFlags flags)
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public TextureDefinition(int set, int binding, int arrayLength, string name, SamplerType type, TextureFormat format, TextureUsageFlags flags)
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{
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Set = set;
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Binding = binding;
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ArrayLength = arrayLength;
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Name = name;
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Type = type;
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Format = format;
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@@ -21,7 +23,7 @@ namespace Ryujinx.Graphics.Shader
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public TextureDefinition SetFlag(TextureUsageFlags flag)
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{
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return new TextureDefinition(Set, Binding, Name, Type, Format, Flags | flag);
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return new TextureDefinition(Set, Binding, ArrayLength, Name, Type, Format, Flags | flag);
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}
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}
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}
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