Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
This commit is contained in:
parent
9b94662b4b
commit
c6f8bfed90
39 changed files with 1091 additions and 311 deletions
|
@ -413,7 +413,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
if (Stage == ShaderStage.Vertex)
|
||||
{
|
||||
int ibBinding = resourceManager.Reservations.IndexBufferTextureBinding;
|
||||
TextureDefinition indexBuffer = new(2, ibBinding, 1, "ib_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
|
||||
TextureDefinition indexBuffer = new(2, ibBinding, "ib_data", SamplerType.TextureBuffer);
|
||||
resourceManager.Properties.AddOrUpdateTexture(indexBuffer);
|
||||
|
||||
int inputMap = _program.AttributeUsage.UsedInputAttributes;
|
||||
|
@ -422,7 +422,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
int location = BitOperations.TrailingZeroCount(inputMap);
|
||||
int binding = resourceManager.Reservations.GetVertexBufferTextureBinding(location);
|
||||
TextureDefinition vaBuffer = new(2, binding, 1, $"vb_data{location}", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
|
||||
TextureDefinition vaBuffer = new(2, binding, $"vb_data{location}", SamplerType.TextureBuffer);
|
||||
resourceManager.Properties.AddOrUpdateTexture(vaBuffer);
|
||||
|
||||
inputMap &= ~(1 << location);
|
||||
|
@ -431,7 +431,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
else if (Stage == ShaderStage.Geometry)
|
||||
{
|
||||
int trbBinding = resourceManager.Reservations.TopologyRemapBufferTextureBinding;
|
||||
TextureDefinition remapBuffer = new(2, trbBinding, 1, "trb_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
|
||||
TextureDefinition remapBuffer = new(2, trbBinding, "trb_data", SamplerType.TextureBuffer);
|
||||
resourceManager.Properties.AddOrUpdateTexture(remapBuffer);
|
||||
|
||||
int geometryVbOutputSbBinding = resourceManager.Reservations.GeometryVertexOutputStorageBufferBinding;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue