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

@ -169,7 +169,17 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
{
return new AstTextureOperation(inst, texOp.Type, texOp.Format, texOp.Flags, texOp.Binding, texOp.SamplerBinding, texOp.Index, sources);
return new AstTextureOperation(
inst,
texOp.Type,
texOp.Format,
texOp.Flags,
texOp.Set,
texOp.Binding,
texOp.SamplerSet,
texOp.SamplerBinding,
texOp.Index,
sources);
}
int componentsCount = BitOperations.PopCount((uint)operation.Index);