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
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
83 changed files with 3263 additions and 955 deletions

View file

@ -20,7 +20,15 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
// Those passes are looking for specific patterns and only needs to run once.
for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
{
BindlessToIndexed.RunPass(context.Blocks[blkIndex], context.ResourceManager);
if (context.TargetApi == TargetApi.OpenGL)
{
BindlessToArray.RunPassOgl(context.Blocks[blkIndex], context.ResourceManager);
}
else
{
BindlessToArray.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor);
}
BindlessElimination.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor);
// FragmentCoord only exists on fragment shaders, so we don't need to check other stages.