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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@ -72,6 +72,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
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return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
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}
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@ -119,6 +120,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
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}
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/// <inheritdoc/>
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public SamplerType QuerySamplerType(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
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}
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/// <inheritdoc/>
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public int QueryTextureArrayLengthFromBuffer(int slot)
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{
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int size = _compute
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? _channel.BufferManager.GetComputeUniformBufferSize(slot)
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: _channel.BufferManager.GetGraphicsUniformBufferSize(_stageIndex, slot);
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int arrayLength = size / Constants.TextureHandleSizeInBytes;
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_state.SpecializationState?.RegisterTextureArrayLengthFromBuffer(_stageIndex, 0, slot, arrayLength);
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return arrayLength;
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}
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//// <inheritdoc/>
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public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
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{
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@ -127,13 +149,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
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}
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/// <inheritdoc/>
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public SamplerType QuerySamplerType(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
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}
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/// <inheritdoc/>
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public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
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{
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