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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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@ -140,7 +140,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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return _infoTable[(int)(inst & Instruction.Mask)];
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}
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public static string GetSoureExpr(CodeGenContext context, IAstNode node, AggregateType dstType)
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public static string GetSourceExpr(CodeGenContext context, IAstNode node, AggregateType dstType)
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{
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return ReinterpretCast(context, node, OperandManager.GetNodeDestType(context, node), dstType);
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}
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