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

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