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