Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)

* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
This commit is contained in:
gdkchan
2023-05-21 14:04:21 -03:00
committed by GitHub
parent 402f05b8ef
commit 5626f2ca1c
24 changed files with 1047 additions and 677 deletions

View File

@@ -42,25 +42,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
int binaryCodeLength = reader.ReadInt32();
byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
output.Add(new ShaderSource(binaryCode, stage, TargetLanguage.Spirv));
}
return output.ToArray();
}
private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
{
for (int i = 0; i < stages.Length; i++)
{
CachedShaderStage currentStage = stages[i];
if (currentStage?.Info != null && currentStage.Info.Stage == stage)
{
return ShaderCache.GetBindings(currentStage.Info);
}
}
return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
}
}
}