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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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@@ -111,6 +111,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The GPU resource with the given ID</returns>
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public abstract T1 Get(int id);
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/// <summary>
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/// Gets the cached item with the given ID, or null if there is no cached item for the specified ID.
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/// </summary>
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/// <param name="id">ID of the item. This is effectively a zero-based index</param>
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/// <returns>The cached item with the given ID</returns>
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public T1 GetCachedItem(int id)
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{
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if (!IsValidId(id))
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{
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return default;
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}
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return Items[id];
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}
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/// <summary>
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/// Checks if a given ID is valid and inside the range of the pool.
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/// </summary>
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@@ -197,6 +212,23 @@ namespace Ryujinx.Graphics.Gpu.Image
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return false;
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}
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/// <summary>
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/// Checks if the pool was modified by comparing the current <seealso cref="ModifiedSequenceNumber"/> with a cached one.
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/// </summary>
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/// <param name="sequenceNumber">Cached modified sequence number</param>
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/// <returns>True if the pool was modified, false otherwise</returns>
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public bool WasModified(ref int sequenceNumber)
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{
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if (sequenceNumber != ModifiedSequenceNumber)
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{
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sequenceNumber = ModifiedSequenceNumber;
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return true;
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}
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return false;
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}
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protected abstract void InvalidateRangeImpl(ulong address, ulong size);
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protected abstract void Delete(T1 item);
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