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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@ -462,7 +462,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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else
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{
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context.Properties.Textures.TryGetValue(texOp.Binding, out TextureDefinition definition);
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context.Properties.Textures.TryGetValue(texOp.GetTextureSetAndBinding(), out TextureDefinition definition);
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bool hasLod = !definition.Type.HasFlag(SamplerType.Multisample) && (definition.Type & SamplerType.Mask) != SamplerType.TextureBuffer;
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string texCall;
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@ -639,7 +639,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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private static string GetSamplerName(CodeGenContext context, AstTextureOperation texOp, ref int srcIndex)
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{
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TextureDefinition textureDefinition = context.Properties.Textures[texOp.Binding];
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TextureDefinition textureDefinition = context.Properties.Textures[texOp.GetTextureSetAndBinding()];
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string name = textureDefinition.Name;
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if (textureDefinition.ArrayLength != 1)
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@ -649,7 +649,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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if (texOp.IsSeparate)
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{
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TextureDefinition samplerDefinition = context.Properties.Textures[texOp.SamplerBinding];
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TextureDefinition samplerDefinition = context.Properties.Textures[texOp.GetSamplerSetAndBinding()];
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string samplerName = samplerDefinition.Name;
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if (samplerDefinition.ArrayLength != 1)
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@ -665,7 +665,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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private static string GetImageName(CodeGenContext context, AstTextureOperation texOp, ref int srcIndex)
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{
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TextureDefinition definition = context.Properties.Images[texOp.Binding];
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TextureDefinition definition = context.Properties.Images[texOp.GetTextureSetAndBinding()];
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string name = definition.Name;
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if (definition.ArrayLength != 1)
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