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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@ -71,19 +71,21 @@ namespace Ryujinx.Graphics.GAL
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public readonly struct ResourceUsage : IEquatable<ResourceUsage>
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{
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public int Binding { get; }
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public int ArrayLength { get; }
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public ResourceType Type { get; }
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public ResourceStages Stages { get; }
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public ResourceUsage(int binding, ResourceType type, ResourceStages stages)
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public ResourceUsage(int binding, int arrayLength, ResourceType type, ResourceStages stages)
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{
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Binding = binding;
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ArrayLength = arrayLength;
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Type = type;
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Stages = stages;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Binding, Type, Stages);
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return HashCode.Combine(Binding, ArrayLength, Type, Stages);
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}
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public override bool Equals(object obj)
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@ -93,7 +95,7 @@ namespace Ryujinx.Graphics.GAL
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public bool Equals(ResourceUsage other)
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{
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return Binding == other.Binding && Type == other.Type && Stages == other.Stages;
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return Binding == other.Binding && ArrayLength == other.ArrayLength && Type == other.Type && Stages == other.Stages;
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}
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public static bool operator ==(ResourceUsage left, ResourceUsage right)
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