Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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47 changed files with 996 additions and 262 deletions
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@ -51,6 +51,13 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool SupportsIndirectParameters;
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public readonly bool SupportsDepthClipControl;
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public readonly int UniformBufferSetIndex;
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public readonly int StorageBufferSetIndex;
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public readonly int TextureSetIndex;
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public readonly int ImageSetIndex;
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public readonly int ExtraSetBaseIndex;
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public readonly int MaximumExtraSets;
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public readonly uint MaximumUniformBuffersPerStage;
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public readonly uint MaximumStorageBuffersPerStage;
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public readonly uint MaximumTexturesPerStage;
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@ -109,6 +116,12 @@ namespace Ryujinx.Graphics.GAL
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bool supportsViewportSwizzle,
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bool supportsIndirectParameters,
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bool supportsDepthClipControl,
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int uniformBufferSetIndex,
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int storageBufferSetIndex,
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int textureSetIndex,
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int imageSetIndex,
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int extraSetBaseIndex,
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int maximumExtraSets,
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uint maximumUniformBuffersPerStage,
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uint maximumStorageBuffersPerStage,
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uint maximumTexturesPerStage,
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@ -164,6 +177,12 @@ namespace Ryujinx.Graphics.GAL
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SupportsViewportSwizzle = supportsViewportSwizzle;
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SupportsIndirectParameters = supportsIndirectParameters;
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SupportsDepthClipControl = supportsDepthClipControl;
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UniformBufferSetIndex = uniformBufferSetIndex;
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StorageBufferSetIndex = storageBufferSetIndex;
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TextureSetIndex = textureSetIndex;
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ImageSetIndex = imageSetIndex;
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ExtraSetBaseIndex = extraSetBaseIndex;
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MaximumExtraSets = maximumExtraSets;
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MaximumUniformBuffersPerStage = maximumUniformBuffersPerStage;
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MaximumStorageBuffersPerStage = maximumStorageBuffersPerStage;
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MaximumTexturesPerStage = maximumTexturesPerStage;
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