Add support for large sampler arrays on Vulkan (#6489)
* 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
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@ -21,10 +21,14 @@ namespace Ryujinx.Graphics.GAL
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BufferHandle CreateBuffer(nint pointer, int size);
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BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers);
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IImageArray CreateImageArray(int size, bool isBuffer);
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IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info);
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ITextureArray CreateTextureArray(int size, bool isBuffer);
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bool PrepareHostMapping(nint address, ulong size);
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void CreateSync(ulong id, bool strict);
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