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
This commit is contained in:
gdkchan
2024-04-07 18:25:55 -03:00
committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
83 changed files with 3263 additions and 955 deletions

View File

@@ -0,0 +1,52 @@
using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureArray : ITextureArray
{
private record struct TextureRef
{
public TextureBase Texture;
public Sampler Sampler;
}
private readonly TextureRef[] _textureRefs;
public TextureArray(int size)
{
_textureRefs = new TextureRef[size];
}
public void SetSamplers(int index, ISampler[] samplers)
{
for (int i = 0; i < samplers.Length; i++)
{
_textureRefs[index + i].Sampler = samplers[i] as Sampler;
}
}
public void SetTextures(int index, ITexture[] textures)
{
for (int i = 0; i < textures.Length; i++)
{
_textureRefs[index + i].Texture = textures[i] as TextureBase;
}
}
public void Bind(int baseBinding)
{
for (int i = 0; i < _textureRefs.Length; i++)
{
if (_textureRefs[i].Texture != null)
{
_textureRefs[i].Texture.Bind(baseBinding + i);
_textureRefs[i].Sampler?.Bind(baseBinding + i);
}
else
{
TextureBase.ClearBinding(baseBinding + i);
}
}
}
}
}