Vulkan separate descriptor set fixes (#6895)

* Ensure descriptor sets are only re-used when all command buffers using it have completed

* Fix some SPIR-V capabilities

* Set update after bind flag if we exceed limits

* Simpler fix for Intel

* Format whitespace

* Make struct readonly

* Add barriers for extra set arrays too
This commit is contained in:
gdkchan
2024-06-02 22:40:28 -03:00
committed by GitHub
parent d7c6474729
commit c0f2491eae
24 changed files with 365 additions and 113 deletions

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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
{
struct TextureArrayDisposeCommand : IGALCommand, IGALCommand<TextureArrayDisposeCommand>
{
public readonly CommandType CommandType => CommandType.TextureArrayDispose;
private TableRef<ThreadedTextureArray> _textureArray;
public void Set(TableRef<ThreadedTextureArray> textureArray)
{
_textureArray = textureArray;
}
public static void Run(ref TextureArrayDisposeCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
command._textureArray.Get(threaded).Base.Dispose();
}
}
}

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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System.Linq;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
{
struct TextureArraySetSamplersCommand : IGALCommand, IGALCommand<TextureArraySetSamplersCommand>
{
public readonly CommandType CommandType => CommandType.TextureArraySetSamplers;
private TableRef<ThreadedTextureArray> _textureArray;
private int _index;
private TableRef<ISampler[]> _samplers;
public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ISampler[]> samplers)
{
_textureArray = textureArray;
_index = index;
_samplers = samplers;
}
public static void Run(ref TextureArraySetSamplersCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
textureArray.Base.SetSamplers(command._index, command._samplers.Get(threaded).Select(sampler => ((ThreadedSampler)sampler)?.Base).ToArray());
}
}
}

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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System.Linq;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
{
struct TextureArraySetTexturesCommand : IGALCommand, IGALCommand<TextureArraySetTexturesCommand>
{
public readonly CommandType CommandType => CommandType.TextureArraySetTextures;
private TableRef<ThreadedTextureArray> _textureArray;
private int _index;
private TableRef<ITexture[]> _textures;
public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ITexture[]> textures)
{
_textureArray = textureArray;
_index = index;
_textures = textures;
}
public static void Run(ref TextureArraySetTexturesCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
textureArray.Base.SetTextures(command._index, command._textures.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
}
}
}