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
This commit is contained in:
gdkchan 2024-05-26 13:30:19 -03:00 committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
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GPG key ID: B5690EEEBB952194
47 changed files with 996 additions and 262 deletions

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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_reservedImages = rrc.ReservedImages;
}
public int CreateConstantBufferBinding(int index)
public SetBindingPair CreateConstantBufferBinding(int index)
{
int binding;
@ -64,10 +64,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
binding = _resourceCounts.UniformBuffersCount++;
}
return binding + _reservedConstantBuffers;
return new SetBindingPair(_context.Capabilities.UniformBufferSetIndex, binding + _reservedConstantBuffers);
}
public int CreateImageBinding(int count, bool isBuffer)
public SetBindingPair CreateImageBinding(int count, bool isBuffer)
{
int binding;
@ -96,10 +96,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
_resourceCounts.ImagesCount += count;
}
return binding + _reservedImages;
return new SetBindingPair(_context.Capabilities.ImageSetIndex, binding + _reservedImages);
}
public int CreateStorageBufferBinding(int index)
public SetBindingPair CreateStorageBufferBinding(int index)
{
int binding;
@ -112,10 +112,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
binding = _resourceCounts.StorageBuffersCount++;
}
return binding + _reservedStorageBuffers;
return new SetBindingPair(_context.Capabilities.StorageBufferSetIndex, binding + _reservedStorageBuffers);
}
public int CreateTextureBinding(int count, bool isBuffer)
public SetBindingPair CreateTextureBinding(int count, bool isBuffer)
{
int binding;
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_resourceCounts.TexturesCount += count;
}
return binding + _reservedTextures;
return new SetBindingPair(_context.Capabilities.TextureSetIndex, binding + _reservedTextures);
}
private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
@ -183,6 +183,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
return maxPerStage * Constants.ShaderStages;
}
public int CreateExtraSet()
{
if (_resourceCounts.SetsCount >= _context.Capabilities.MaximumExtraSets)
{
return -1;
}
return _context.Capabilities.ExtraSetBaseIndex + _resourceCounts.SetsCount++;
}
public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;
public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;