* 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
21 lines
594 B
C#
21 lines
594 B
C#
using Spv.Generator;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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readonly struct ImageDeclaration
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{
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public readonly Instruction ImageType;
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public readonly Instruction ImagePointerType;
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public readonly Instruction Image;
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public readonly bool IsIndexed;
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public ImageDeclaration(Instruction imageType, Instruction imagePointerType, Instruction image, bool isIndexed)
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{
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ImageType = imageType;
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ImagePointerType = imagePointerType;
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Image = image;
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IsIndexed = isIndexed;
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}
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}
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}
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