Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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83 changed files with 3263 additions and 955 deletions
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@ -9,8 +9,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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public static string Shuffle(CodeGenContext context, AstOperation operation)
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{
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string value = GetSoureExpr(context, operation.GetSource(0), AggregateType.FP32);
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string index = GetSoureExpr(context, operation.GetSource(1), AggregateType.U32);
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string value = GetSourceExpr(context, operation.GetSource(0), AggregateType.FP32);
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string index = GetSourceExpr(context, operation.GetSource(1), AggregateType.U32);
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if (context.HostCapabilities.SupportsShaderBallot)
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{
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