Files
Ryujinx/src/Ryujinx.Graphics.Shader/StructuredIr/AstTextureOperation.cs
gdkchan 53d096e392 Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00

50 lines
1.4 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstTextureOperation : AstOperation
{
public SamplerType Type { get; }
public TextureFormat Format { get; }
public TextureFlags Flags { get; }
public int Set { get; }
public int Binding { get; }
public int SamplerSet { get; }
public int SamplerBinding { get; }
public bool IsSeparate => SamplerBinding >= 0;
public AstTextureOperation(
Instruction inst,
SamplerType type,
TextureFormat format,
TextureFlags flags,
int set,
int binding,
int samplerSet,
int samplerBinding,
int index,
params IAstNode[] sources) : base(inst, StorageKind.None, false, index, sources, sources.Length)
{
Type = type;
Format = format;
Flags = flags;
Set = set;
Binding = binding;
SamplerSet = samplerSet;
SamplerBinding = samplerBinding;
}
public SetBindingPair GetTextureSetAndBinding()
{
return new SetBindingPair(Set, Binding);
}
public SetBindingPair GetSamplerSetAndBinding()
{
return new SetBindingPair(SamplerSet, SamplerBinding);
}
}
}