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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gdkchan 2024-04-07 18:25:55 -03:00 committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
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83 changed files with 3263 additions and 955 deletions

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@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Shader
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0;
int handle = textureWordOffset < cachedTextureBuffer.Length ? cachedTextureBuffer[textureWordOffset] : 0;
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Shader
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
{
samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0;
samplerHandle = samplerWordOffset < cachedSamplerBuffer.Length ? cachedSamplerBuffer[samplerWordOffset] : 0;
}
else
{