Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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@ -187,6 +187,12 @@ namespace Ryujinx.Graphics.OpenGL
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supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
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supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
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supportsDepthClipControl: true,
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uniformBufferSetIndex: 0,
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storageBufferSetIndex: 1,
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textureSetIndex: 2,
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imageSetIndex: 3,
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extraSetBaseIndex: 0,
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maximumExtraSets: 0,
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maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
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maximumStorageBuffersPerStage: 16,
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maximumTexturesPerStage: 32,
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@ -963,6 +963,11 @@ namespace Ryujinx.Graphics.OpenGL
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(array as ImageArray).Bind(binding);
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}
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public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
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{
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throw new NotSupportedException("OpenGL does not support descriptor sets.");
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_elementsType = type.Convert();
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@ -1312,6 +1317,11 @@ namespace Ryujinx.Graphics.OpenGL
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(array as TextureArray).Bind(binding);
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}
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public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
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{
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throw new NotSupportedException("OpenGL does not support descriptor sets.");
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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if (_tfEnabled)
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