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
This commit is contained in:
gdkchan
2024-05-26 13:30:19 -03:00
committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
47 changed files with 996 additions and 262 deletions

View File

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