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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@ -604,6 +604,16 @@ namespace Ryujinx.Graphics.Vulkan
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return _plce.GetNewDescriptorSetCollection(setIndex, out isNew);
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}
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public Auto<DescriptorSetCollection> GetNewManualDescriptorSetCollection(int commandBufferIndex, int setIndex, out int cacheIndex)
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{
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return _plce.GetNewManualDescriptorSetCollection(commandBufferIndex, setIndex, out cacheIndex);
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}
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public void ReleaseManualDescriptorSetCollection(int setIndex, int cacheIndex)
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{
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_plce.ReleaseManualDescriptorSetCollection(setIndex, cacheIndex);
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}
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public bool HasSameLayout(ShaderCollection other)
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{
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return other != null && _plce == other._plce;
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