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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@ -33,9 +33,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public Dictionary<int, Instruction> LocalMemories { get; } = new();
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public Dictionary<int, Instruction> SharedMemories { get; } = new();
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public Dictionary<int, SamplerType> SamplersTypes { get; } = new();
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public Dictionary<int, SamplerDeclaration> Samplers { get; } = new();
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public Dictionary<int, ImageDeclaration> Images { get; } = new();
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public Dictionary<SetBindingPair, SamplerType> SamplersTypes { get; } = new();
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public Dictionary<SetBindingPair, SamplerDeclaration> Samplers { get; } = new();
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public Dictionary<SetBindingPair, ImageDeclaration> Images { get; } = new();
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public Dictionary<IoDefinition, Instruction> Inputs { get; } = new();
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public Dictionary<IoDefinition, Instruction> Outputs { get; } = new();
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