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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@ -90,6 +90,11 @@ namespace Ryujinx.Graphics.OpenGL
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throw new NotSupportedException();
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}
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public IImageArray CreateImageArray(int size, bool isBuffer)
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{
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return new ImageArray(size);
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}
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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return new Program(shaders, info.FragmentOutputMap);
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@ -112,6 +117,11 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public ITextureArray CreateTextureArray(int size, bool isBuffer)
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{
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return new TextureArray(size);
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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PersistentBuffers.Unmap(buffer);
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