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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@ -728,6 +728,12 @@ namespace Ryujinx.Graphics.Vulkan
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supportsViewportSwizzle: false,
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supportsIndirectParameters: true,
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supportsDepthClipControl: Capabilities.SupportsDepthClipControl,
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uniformBufferSetIndex: PipelineBase.UniformSetIndex,
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storageBufferSetIndex: PipelineBase.StorageSetIndex,
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textureSetIndex: PipelineBase.TextureSetIndex,
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imageSetIndex: PipelineBase.ImageSetIndex,
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extraSetBaseIndex: PipelineBase.DescriptorSetLayouts,
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maximumExtraSets: Math.Max(0, (int)limits.MaxBoundDescriptorSets - PipelineBase.DescriptorSetLayouts),
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maximumUniformBuffersPerStage: Constants.MaxUniformBuffersPerStage,
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maximumStorageBuffersPerStage: Constants.MaxStorageBuffersPerStage,
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maximumTexturesPerStage: Constants.MaxTexturesPerStage,
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