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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@ -412,8 +412,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (Stage == ShaderStage.Vertex)
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{
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int ibBinding = resourceManager.Reservations.IndexBufferTextureBinding;
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TextureDefinition indexBuffer = new(2, ibBinding, "ib_data", SamplerType.TextureBuffer);
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SetBindingPair ibSetAndBinding = resourceManager.Reservations.GetIndexBufferTextureSetAndBinding();
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TextureDefinition indexBuffer = new(ibSetAndBinding.SetIndex, ibSetAndBinding.Binding, "ib_data", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(indexBuffer);
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int inputMap = _program.AttributeUsage.UsedInputAttributes;
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@ -421,8 +421,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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while (inputMap != 0)
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{
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int location = BitOperations.TrailingZeroCount(inputMap);
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int binding = resourceManager.Reservations.GetVertexBufferTextureBinding(location);
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TextureDefinition vaBuffer = new(2, binding, $"vb_data{location}", SamplerType.TextureBuffer);
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SetBindingPair setAndBinding = resourceManager.Reservations.GetVertexBufferTextureSetAndBinding(location);
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TextureDefinition vaBuffer = new(setAndBinding.SetIndex, setAndBinding.Binding, $"vb_data{location}", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(vaBuffer);
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inputMap &= ~(1 << location);
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@ -430,8 +430,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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else if (Stage == ShaderStage.Geometry)
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{
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int trbBinding = resourceManager.Reservations.TopologyRemapBufferTextureBinding;
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TextureDefinition remapBuffer = new(2, trbBinding, "trb_data", SamplerType.TextureBuffer);
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SetBindingPair trbSetAndBinding = resourceManager.Reservations.GetTopologyRemapBufferTextureSetAndBinding();
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TextureDefinition remapBuffer = new(trbSetAndBinding.SetIndex, trbSetAndBinding.Binding, "trb_data", SamplerType.TextureBuffer);
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resourceManager.Properties.AddOrUpdateTexture(remapBuffer);
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int geometryVbOutputSbBinding = resourceManager.Reservations.GeometryVertexOutputStorageBufferBinding;
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