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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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetTextureArraySeparateCommand : IGALCommand, IGALCommand<SetTextureArraySeparateCommand>
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{
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public readonly CommandType CommandType => CommandType.SetTextureArraySeparate;
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private ShaderStage _stage;
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private int _setIndex;
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private TableRef<ITextureArray> _array;
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public void Set(ShaderStage stage, int setIndex, TableRef<ITextureArray> array)
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{
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_stage = stage;
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_setIndex = setIndex;
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_array = array;
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}
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public static void Run(ref SetTextureArraySeparateCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetTextureArraySeparate(command._stage, command._setIndex, command._array.GetAs<ThreadedTextureArray>(threaded)?.Base);
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}
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}
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}
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