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:
parent
4cc00bb4b1
commit
53d096e392
47 changed files with 996 additions and 262 deletions
|
@ -124,7 +124,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
this.TextureSample(
|
||||
SamplerType.TextureBuffer,
|
||||
TextureFlags.IntCoords,
|
||||
ResourceManager.Reservations.IndexBufferTextureBinding,
|
||||
ResourceManager.Reservations.GetIndexBufferTextureSetAndBinding(),
|
||||
1,
|
||||
new[] { vertexIndexVr },
|
||||
new[] { this.IAdd(ibBaseOffset, outputVertexOffset) });
|
||||
|
@ -145,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
this.TextureSample(
|
||||
SamplerType.TextureBuffer,
|
||||
TextureFlags.IntCoords,
|
||||
ResourceManager.Reservations.TopologyRemapBufferTextureBinding,
|
||||
ResourceManager.Reservations.GetTopologyRemapBufferTextureSetAndBinding(),
|
||||
1,
|
||||
new[] { vertexIndex },
|
||||
new[] { this.IAdd(baseVertex, Const(index)) });
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue