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* 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
28 lines
820 B
C#
28 lines
820 B
C#
using Spv.Generator;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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readonly struct SamplerDeclaration
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{
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public readonly Instruction ImageType;
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public readonly Instruction SampledImageType;
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public readonly Instruction SampledImagePointerType;
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public readonly Instruction Image;
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public readonly bool IsIndexed;
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public SamplerDeclaration(
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Instruction imageType,
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Instruction sampledImageType,
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Instruction sampledImagePointerType,
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Instruction image,
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bool isIndexed)
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{
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ImageType = imageType;
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SampledImageType = sampledImageType;
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SampledImagePointerType = sampledImagePointerType;
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Image = image;
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IsIndexed = isIndexed;
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}
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}
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}
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