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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@@ -278,7 +278,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags |= TextureFlags.Bindless;
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}
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int binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.ImageAtomic,
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type,
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format,
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@@ -286,7 +286,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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imm);
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Operand res = context.ImageAtomic(type, format, flags, binding, sources);
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Operand res = context.ImageAtomic(type, format, flags, setAndBinding, sources);
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context.Copy(d, res);
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}
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@@ -389,7 +389,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureFormat format = isBindless ? TextureFormat.Unknown : ShaderProperties.GetTextureFormat(context.TranslatorContext.GpuAccessor, handle);
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int binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.ImageLoad,
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type,
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format,
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@@ -397,7 +397,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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handle);
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context.ImageLoad(type, format, flags, binding, (int)componentMask, dests, sources);
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context.ImageLoad(type, format, flags, setAndBinding, (int)componentMask, dests, sources);
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}
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else
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{
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@@ -432,7 +432,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureFormat format = GetTextureFormat(size);
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int binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.ImageLoad,
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type,
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format,
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@@ -440,7 +440,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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handle);
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context.ImageLoad(type, format, flags, binding, compMask, dests, sources);
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context.ImageLoad(type, format, flags, setAndBinding, compMask, dests, sources);
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switch (size)
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{
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@@ -552,7 +552,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags |= TextureFlags.Bindless;
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}
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int binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.ImageAtomic,
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type,
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format,
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@@ -560,7 +560,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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imm);
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context.ImageAtomic(type, format, flags, binding, sources);
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context.ImageAtomic(type, format, flags, setAndBinding, sources);
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}
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private static void EmitSust(
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@@ -679,7 +679,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags |= TextureFlags.Coherent;
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}
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int binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.ImageStore,
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type,
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format,
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@@ -687,7 +687,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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handle);
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context.ImageStore(type, format, flags, binding, sources);
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context.ImageStore(type, format, flags, setAndBinding, sources);
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}
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private static int GetComponentSizeInBytesLog2(SuatomSize size)
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