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:
gdkchan
2024-04-07 18:25:55 -03:00
committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
83 changed files with 3263 additions and 955 deletions

View File

@ -898,6 +898,11 @@ namespace Ryujinx.Graphics.Vulkan
_descriptorSetUpdater.SetImage(binding, image);
}
public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
{
_descriptorSetUpdater.SetImageArray(Cbs, stage, binding, array);
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
if (buffer.Handle != BufferHandle.Null)
@ -1146,6 +1151,11 @@ namespace Ryujinx.Graphics.Vulkan
_descriptorSetUpdater.SetTextureAndSamplerIdentitySwizzle(Cbs, stage, binding, texture, sampler);
}
public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
{
_descriptorSetUpdater.SetTextureArray(Cbs, stage, binding, array);
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
PauseTransformFeedbackInternal();
@ -1375,6 +1385,16 @@ namespace Ryujinx.Graphics.Vulkan
SignalCommandBufferChange();
}
public void ForceTextureDirty()
{
_descriptorSetUpdater.ForceTextureDirty();
}
public void ForceImageDirty()
{
_descriptorSetUpdater.ForceImageDirty();
}
public unsafe void TextureBarrier()
{
MemoryBarrier memoryBarrier = new()