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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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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