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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GPG key ID: B5690EEEBB952194
83 changed files with 3263 additions and 955 deletions

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@ -339,24 +339,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private static void DeclareSamplers(CodeGenContext context, IEnumerable<TextureDefinition> definitions)
{
int arraySize = 0;
foreach (var definition in definitions)
{
string indexExpr = string.Empty;
string arrayDecl = string.Empty;
if (definition.Type.HasFlag(SamplerType.Indexed))
if (definition.ArrayLength > 1)
{
if (arraySize == 0)
{
arraySize = ResourceManager.SamplerArraySize;
}
else if (--arraySize != 0)
{
continue;
}
indexExpr = $"[{NumberFormatter.FormatInt(arraySize)}]";
arrayDecl = $"[{NumberFormatter.FormatInt(definition.ArrayLength)}]";
}
else if (definition.ArrayLength == 0)
{
arrayDecl = "[]";
}
string samplerTypeName = definition.Type.ToGlslSamplerType();
@ -368,30 +361,23 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
layout = $", set = {definition.Set}";
}
context.AppendLine($"layout (binding = {definition.Binding}{layout}) uniform {samplerTypeName} {definition.Name}{indexExpr};");
context.AppendLine($"layout (binding = {definition.Binding}{layout}) uniform {samplerTypeName} {definition.Name}{arrayDecl};");
}
}
private static void DeclareImages(CodeGenContext context, IEnumerable<TextureDefinition> definitions)
{
int arraySize = 0;
foreach (var definition in definitions)
{
string indexExpr = string.Empty;
string arrayDecl = string.Empty;
if (definition.Type.HasFlag(SamplerType.Indexed))
if (definition.ArrayLength > 1)
{
if (arraySize == 0)
{
arraySize = ResourceManager.SamplerArraySize;
}
else if (--arraySize != 0)
{
continue;
}
indexExpr = $"[{NumberFormatter.FormatInt(arraySize)}]";
arrayDecl = $"[{NumberFormatter.FormatInt(definition.ArrayLength)}]";
}
else if (definition.ArrayLength == 0)
{
arrayDecl = "[]";
}
string imageTypeName = definition.Type.ToGlslImageType(definition.Format.GetComponentType());
@ -413,7 +399,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
layout = $", set = {definition.Set}{layout}";
}
context.AppendLine($"layout (binding = {definition.Binding}{layout}) uniform {imageTypeName} {definition.Name}{indexExpr};");
context.AppendLine($"layout (binding = {definition.Binding}{layout}) uniform {imageTypeName} {definition.Name}{arrayDecl};");
}
}