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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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@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public BufferDescriptor[][] ConstantBufferBindings { get; }
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public BufferDescriptor[][] StorageBufferBindings { get; }
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public int[] TextureCounts { get; }
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public int MaxTextureBinding { get; }
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public int MaxImageBinding { get; }
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@ -34,6 +36,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ConstantBufferBindings = new BufferDescriptor[stageCount][];
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StorageBufferBindings = new BufferDescriptor[stageCount][];
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TextureCounts = new int[stageCount];
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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int offset = isCompute ? 0 : 1;
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@ -59,13 +63,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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var result = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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if (descriptor.ArrayLength <= 1)
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{
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maxTextureBinding = descriptor.Binding;
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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TextureCounts[i]++;
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}
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return result;
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@ -80,11 +90,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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target,
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format,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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if (descriptor.ArrayLength <= 1 && descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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