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:
@ -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);
|
||||
|
Reference in New Issue
Block a user