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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83 changed files with 3263 additions and 955 deletions
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.ImageArray
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{
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struct ImageArraySetFormatsCommand : IGALCommand, IGALCommand<ImageArraySetFormatsCommand>
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{
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public readonly CommandType CommandType => CommandType.ImageArraySetFormats;
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private TableRef<ThreadedImageArray> _imageArray;
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private int _index;
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private TableRef<Format[]> _imageFormats;
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public void Set(TableRef<ThreadedImageArray> imageArray, int index, TableRef<Format[]> imageFormats)
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{
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_imageArray = imageArray;
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_index = index;
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_imageFormats = imageFormats;
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}
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public static void Run(ref ImageArraySetFormatsCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedImageArray imageArray = command._imageArray.Get(threaded);
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imageArray.Base.SetFormats(command._index, command._imageFormats.Get(threaded));
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.ImageArray
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{
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struct ImageArraySetImagesCommand : IGALCommand, IGALCommand<ImageArraySetImagesCommand>
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{
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public readonly CommandType CommandType => CommandType.ImageArraySetImages;
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private TableRef<ThreadedImageArray> _imageArray;
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private int _index;
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private TableRef<ITexture[]> _images;
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public void Set(TableRef<ThreadedImageArray> imageArray, int index, TableRef<ITexture[]> images)
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{
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_imageArray = imageArray;
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_index = index;
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_images = images;
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}
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public static void Run(ref ImageArraySetImagesCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedImageArray imageArray = command._imageArray.Get(threaded);
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imageArray.Base.SetImages(command._index, command._images.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
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{
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struct CreateImageArrayCommand : IGALCommand, IGALCommand<CreateImageArrayCommand>
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{
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public readonly CommandType CommandType => CommandType.CreateImageArray;
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private TableRef<ThreadedImageArray> _imageArray;
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private int _size;
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private bool _isBuffer;
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public void Set(TableRef<ThreadedImageArray> imageArray, int size, bool isBuffer)
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{
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_imageArray = imageArray;
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_size = size;
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_isBuffer = isBuffer;
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}
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public static void Run(ref CreateImageArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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command._imageArray.Get(threaded).Base = renderer.CreateImageArray(command._size, command._isBuffer);
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
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{
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struct CreateTextureArrayCommand : IGALCommand, IGALCommand<CreateTextureArrayCommand>
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{
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public readonly CommandType CommandType => CommandType.CreateTextureArray;
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private TableRef<ThreadedTextureArray> _textureArray;
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private int _size;
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private bool _isBuffer;
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public void Set(TableRef<ThreadedTextureArray> textureArray, int size, bool isBuffer)
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{
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_textureArray = textureArray;
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_size = size;
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_isBuffer = isBuffer;
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}
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public static void Run(ref CreateTextureArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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command._textureArray.Get(threaded).Base = renderer.CreateTextureArray(command._size, command._isBuffer);
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetImageArrayCommand : IGALCommand, IGALCommand<SetImageArrayCommand>
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{
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public readonly CommandType CommandType => CommandType.SetImageArray;
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private ShaderStage _stage;
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private int _binding;
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private TableRef<IImageArray> _array;
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public void Set(ShaderStage stage, int binding, TableRef<IImageArray> array)
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{
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_stage = stage;
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_binding = binding;
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_array = array;
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}
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public static void Run(ref SetImageArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetImageArray(command._stage, command._binding, command._array.GetAs<ThreadedImageArray>(threaded)?.Base);
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetTextureArrayCommand : IGALCommand, IGALCommand<SetTextureArrayCommand>
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{
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public readonly CommandType CommandType => CommandType.SetTextureArray;
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private ShaderStage _stage;
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private int _binding;
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private TableRef<ITextureArray> _array;
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public void Set(ShaderStage stage, int binding, TableRef<ITextureArray> array)
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{
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_stage = stage;
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_binding = binding;
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_array = array;
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}
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public static void Run(ref SetTextureArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetTextureArray(command._stage, command._binding, command._array.GetAs<ThreadedTextureArray>(threaded)?.Base);
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
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{
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struct TextureArraySetSamplersCommand : IGALCommand, IGALCommand<TextureArraySetSamplersCommand>
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{
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public readonly CommandType CommandType => CommandType.TextureArraySetSamplers;
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private TableRef<ThreadedTextureArray> _textureArray;
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private int _index;
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private TableRef<ISampler[]> _samplers;
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public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ISampler[]> samplers)
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{
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_textureArray = textureArray;
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_index = index;
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_samplers = samplers;
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}
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public static void Run(ref TextureArraySetSamplersCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
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textureArray.Base.SetSamplers(command._index, command._samplers.Get(threaded).Select(sampler => ((ThreadedSampler)sampler)?.Base).ToArray());
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}
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}
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}
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
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{
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struct TextureArraySetTexturesCommand : IGALCommand, IGALCommand<TextureArraySetTexturesCommand>
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{
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public readonly CommandType CommandType => CommandType.TextureArraySetTextures;
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private TableRef<ThreadedTextureArray> _textureArray;
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private int _index;
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private TableRef<ITexture[]> _textures;
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public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ITexture[]> textures)
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{
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_textureArray = textureArray;
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_index = index;
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_textures = textures;
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}
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public static void Run(ref TextureArraySetTexturesCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
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textureArray.Base.SetTextures(command._index, command._textures.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
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}
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}
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}
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