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