Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
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@@ -413,7 +413,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (Stage == ShaderStage.Vertex)
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{
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int ibBinding = resourceManager.Reservations.IndexBufferTextureBinding;
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TextureDefinition indexBuffer = new(2, ibBinding, 1, "ib_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
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TextureDefinition indexBuffer = new(2, ibBinding, "ib_data", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(indexBuffer);
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int inputMap = _program.AttributeUsage.UsedInputAttributes;
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@@ -422,7 +422,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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int location = BitOperations.TrailingZeroCount(inputMap);
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int binding = resourceManager.Reservations.GetVertexBufferTextureBinding(location);
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TextureDefinition vaBuffer = new(2, binding, 1, $"vb_data{location}", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
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TextureDefinition vaBuffer = new(2, binding, $"vb_data{location}", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(vaBuffer);
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inputMap &= ~(1 << location);
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@@ -431,7 +431,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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else if (Stage == ShaderStage.Geometry)
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{
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int trbBinding = resourceManager.Reservations.TopologyRemapBufferTextureBinding;
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TextureDefinition remapBuffer = new(2, trbBinding, 1, "trb_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
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TextureDefinition remapBuffer = new(2, trbBinding, "trb_data", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(remapBuffer);
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int geometryVbOutputSbBinding = resourceManager.Reservations.GeometryVertexOutputStorageBufferBinding;
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