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Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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@@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <returns>Texture target value</returns>
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public static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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type &= ~SamplerType.Shadow;
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switch (type)
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{
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