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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@ -958,6 +958,11 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
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{
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(array as ImageArray).Bind(binding);
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_elementsType = type.Convert();
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@ -1302,6 +1307,10 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
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{
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(array as TextureArray).Bind(binding);
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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