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Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
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@ -126,6 +126,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
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ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
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int samplerPoolMaximumId = _state.State.SetTexSamplerPoolCMaximumIndex;
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GpuChannelPoolState poolState = new(
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texturePoolGpuVa,
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_state.State.SetTexHeaderPoolCMaximumIndex,
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@ -139,7 +141,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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@ -184,7 +186,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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}
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