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Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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@ -124,6 +124,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetUniformBuffersCommand>(CommandType.SetUniformBuffers);
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Register<SetImageCommand>(CommandType.SetImage);
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Register<SetImageArrayCommand>(CommandType.SetImageArray);
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Register<SetImageArraySeparateCommand>(CommandType.SetImageArraySeparate);
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Register<SetIndexBufferCommand>(CommandType.SetIndexBuffer);
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Register<SetLineParametersCommand>(CommandType.SetLineParameters);
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Register<SetLogicOpStateCommand>(CommandType.SetLogicOpState);
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@ -141,6 +142,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetStencilTestCommand>(CommandType.SetStencilTest);
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Register<SetTextureAndSamplerCommand>(CommandType.SetTextureAndSampler);
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Register<SetTextureArrayCommand>(CommandType.SetTextureArray);
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Register<SetTextureArraySeparateCommand>(CommandType.SetTextureArraySeparate);
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Register<SetUserClipDistanceCommand>(CommandType.SetUserClipDistance);
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Register<SetVertexAttribsCommand>(CommandType.SetVertexAttribs);
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Register<SetVertexBuffersCommand>(CommandType.SetVertexBuffers);
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