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