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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@@ -54,6 +54,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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bool needsSextNorm = context.Definitions.IsAttributePackedRgb10A2Signed(location);
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SetBindingPair setAndBinding = context.ResourceManager.Reservations.GetVertexBufferTextureSetAndBinding(location);
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Operand temp = needsSextNorm ? Local() : dest;
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Operand vertexElemOffset = GenerateVertexOffset(context.ResourceManager, node, location, 0);
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@@ -62,7 +63,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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SamplerType.TextureBuffer,
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TextureFormat.Unknown,
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TextureFlags.IntCoords,
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context.ResourceManager.Reservations.GetVertexBufferTextureBinding(location),
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setAndBinding.SetIndex,
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setAndBinding.Binding,
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1 << component,
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new[] { temp },
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new[] { vertexElemOffset }));
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@@ -75,6 +77,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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}
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else
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{
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SetBindingPair setAndBinding = context.ResourceManager.Reservations.GetVertexBufferTextureSetAndBinding(location);
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Operand temp = component > 0 ? Local() : dest;
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Operand vertexElemOffset = GenerateVertexOffset(context.ResourceManager, node, location, component);
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@@ -83,7 +86,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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SamplerType.TextureBuffer,
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TextureFormat.Unknown,
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TextureFlags.IntCoords,
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context.ResourceManager.Reservations.GetVertexBufferTextureBinding(location),
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setAndBinding.SetIndex,
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setAndBinding.Binding,
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1,
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new[] { temp },
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new[] { vertexElemOffset }));
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