Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
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39 changed files with 1091 additions and 311 deletions
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@ -26,13 +26,6 @@ namespace Ryujinx.Graphics.Shader
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/// <returns>Span of the memory location</returns>
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ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
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/// <summary>
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/// Gets the size in bytes of a bound constant buffer for the current shader stage.
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/// </summary>
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/// <param name="slot">The number of the constant buffer to get the size from</param>
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/// <returns>Size in bytes</returns>
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int QueryTextureArrayLengthFromBuffer(int slot);
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/// <summary>
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/// Queries the binding number of a constant buffer.
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/// </summary>
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@ -298,6 +291,15 @@ namespace Ryujinx.Graphics.Shader
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return true;
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}
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/// <summary>
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/// Queries host API support for separate textures and samplers.
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/// </summary>
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/// <returns>True if the API supports samplers and textures to be combined on the shader, false otherwise</returns>
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bool QueryHostSupportsSeparateSampler()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader ballot support.
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/// </summary>
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@ -388,6 +390,12 @@ namespace Ryujinx.Graphics.Shader
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return true;
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}
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/// <summary>
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/// Gets the maximum number of samplers that the bound texture pool may have.
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/// </summary>
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/// <returns>Maximum amount of samplers that the pool may have</returns>
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int QuerySamplerArrayLengthFromPool();
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/// <summary>
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/// Queries sampler type information.
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/// </summary>
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@ -399,6 +407,19 @@ namespace Ryujinx.Graphics.Shader
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return SamplerType.Texture2D;
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}
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/// <summary>
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/// Gets the size in bytes of a bound constant buffer for the current shader stage.
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/// </summary>
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/// <param name="slot">The number of the constant buffer to get the size from</param>
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/// <returns>Size in bytes</returns>
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int QueryTextureArrayLengthFromBuffer(int slot);
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/// <summary>
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/// Gets the maximum number of textures that the bound texture pool may have.
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/// </summary>
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/// <returns>Maximum amount of textures that the pool may have</returns>
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int QueryTextureArrayLengthFromPool();
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/// <summary>
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/// Queries texture coordinate normalization information.
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/// </summary>
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