* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureArray : ITextureArray
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{
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private record struct TextureRef
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{
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public TextureBase Texture;
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public Sampler Sampler;
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}
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private readonly TextureRef[] _textureRefs;
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public TextureArray(int size)
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{
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_textureRefs = new TextureRef[size];
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}
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public void SetSamplers(int index, ISampler[] samplers)
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{
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for (int i = 0; i < samplers.Length; i++)
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{
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_textureRefs[index + i].Sampler = samplers[i] as Sampler;
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}
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}
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public void SetTextures(int index, ITexture[] textures)
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{
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for (int i = 0; i < textures.Length; i++)
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{
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_textureRefs[index + i].Texture = textures[i] as TextureBase;
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}
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}
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public void Bind(int baseBinding)
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{
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for (int i = 0; i < _textureRefs.Length; i++)
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{
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if (_textureRefs[i].Texture != null)
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{
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_textureRefs[i].Texture.Bind(baseBinding + i);
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_textureRefs[i].Sampler?.Bind(baseBinding + i);
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}
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else
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{
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TextureBase.ClearBinding(baseBinding + i);
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}
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}
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}
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}
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}
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