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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@ -189,6 +189,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
{
_renderer.New<SetImageArraySeparateCommand>().Set(stage, setIndex, Ref(array));
_renderer.QueueCommand();
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
@ -297,6 +303,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
{
_renderer.New<SetTextureArraySeparateCommand>().Set(stage, setIndex, Ref(array));
_renderer.QueueCommand();
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));