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
This commit is contained in:
gdkchan 2024-04-07 18:25:55 -03:00 committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
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83 changed files with 3263 additions and 955 deletions

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@ -0,0 +1,36 @@
using Ryujinx.Graphics.GAL.Multithreading.Commands.ImageArray;
using Ryujinx.Graphics.GAL.Multithreading.Model;
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
{
/// <summary>
/// Threaded representation of a image array.
/// </summary>
class ThreadedImageArray : IImageArray
{
private readonly ThreadedRenderer _renderer;
public IImageArray Base;
public ThreadedImageArray(ThreadedRenderer renderer)
{
_renderer = renderer;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void SetFormats(int index, Format[] imageFormats)
{
_renderer.New<ImageArraySetFormatsCommand>().Set(Ref(this), index, Ref(imageFormats));
_renderer.QueueCommand();
}
public void SetImages(int index, ITexture[] images)
{
_renderer.New<ImageArraySetImagesCommand>().Set(Ref(this), index, Ref(images));
_renderer.QueueCommand();
}
}
}