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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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@@ -132,6 +132,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
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AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
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AddArrayDescriptors(info.Textures, stages, TextureSetIndex, isImage: false);
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AddArrayDescriptors(info.Images, stages, TextureSetIndex, isImage: true);
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AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false);
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AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true);
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AddUsage(info.Textures, stages, TextureSetIndex, isImage: false);
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@@ -169,6 +172,30 @@ namespace Ryujinx.Graphics.Gpu.Shader
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AddDescriptor(stages, type2, setIndex, binding + count, count);
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}
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/// <summary>
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/// Adds all array descriptors (those with an array length greater than one).
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/// </summary>
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/// <param name="textures">Textures to be added</param>
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/// <param name="stages">Stages where the textures are used</param>
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/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
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/// <param name="isImage">True for images, false for textures</param>
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private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
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{
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foreach (TextureDescriptor texture in textures)
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{
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if (texture.ArrayLength > 1)
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{
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bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
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ResourceType type = isBuffer
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? (isImage ? ResourceType.BufferImage : ResourceType.BufferTexture)
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: (isImage ? ResourceType.Image : ResourceType.TextureAndSampler);
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_resourceDescriptors[setIndex].Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
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}
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}
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}
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/// <summary>
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/// Adds buffer usage information to the list of usages.
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/// </summary>
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@@ -181,7 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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for (int index = 0; index < count; index++)
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{
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_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, type, stages));
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_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, 1, type, stages));
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}
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}
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@@ -198,6 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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_resourceUsages[setIndex].Add(new ResourceUsage(
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buffer.Binding,
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1,
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isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
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stages));
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}
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@@ -220,10 +248,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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? (isImage ? ResourceType.BufferImage : ResourceType.BufferTexture)
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: (isImage ? ResourceType.Image : ResourceType.TextureAndSampler);
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_resourceUsages[setIndex].Add(new ResourceUsage(
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texture.Binding,
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type,
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stages));
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_resourceUsages[setIndex].Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
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}
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}
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