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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@@ -885,7 +885,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return Register(dest++, RegisterType.Gpr);
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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.Lod,
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type,
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TextureFormat.Unknown,
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@@ -913,7 +913,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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else
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{
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// The instruction component order is the inverse of GLSL's.
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Operand res = context.Lod(type, flags, binding, compIndex ^ 1, sources);
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Operand res = context.Lod(type, flags, setAndBinding, compIndex ^ 1, sources);
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res = context.FPMultiply(res, ConstF(256.0f));
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@@ -1116,12 +1116,12 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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TextureFlags flags = isBindless ? TextureFlags.Bindless : TextureFlags.None;
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int binding;
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SetBindingPair setAndBinding;
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switch (query)
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{
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case TexQuery.TexHeaderDimension:
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binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.TextureQuerySize,
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type,
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TextureFormat.Unknown,
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@@ -1140,13 +1140,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
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break;
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}
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context.Copy(d, context.TextureQuerySize(type, flags, binding, compIndex, sources));
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context.Copy(d, context.TextureQuerySize(type, flags, setAndBinding, compIndex, sources));
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}
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}
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break;
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case TexQuery.TexHeaderTextureType:
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binding = isBindless ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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setAndBinding = isBindless ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.TextureQuerySamples,
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type,
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TextureFormat.Unknown,
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@@ -1171,7 +1171,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (d != null)
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{
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context.Copy(d, context.TextureQuerySamples(type, flags, binding, sources));
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context.Copy(d, context.TextureQuerySamples(type, flags, setAndBinding, sources));
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}
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}
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break;
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@@ -1191,7 +1191,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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Operand[] dests,
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Operand[] sources)
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{
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int binding = flags.HasFlag(TextureFlags.Bindless) ? 0 : context.ResourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = flags.HasFlag(TextureFlags.Bindless) ? default : context.ResourceManager.GetTextureOrImageBinding(
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Instruction.TextureSample,
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type,
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TextureFormat.Unknown,
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@@ -1199,7 +1199,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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TextureOperation.DefaultCbufSlot,
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handle);
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context.TextureSample(type, flags, binding, componentMask, dests, sources);
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context.TextureSample(type, flags, setAndBinding, componentMask, dests, sources);
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}
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private static SamplerType ConvertSamplerType(TexDim dimensions)
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