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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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@@ -26,47 +26,42 @@ namespace Ryujinx.Graphics.Shader
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/// <returns>Span of the memory location</returns>
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ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
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/// <summary>
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/// Gets the size in bytes of a bound constant buffer for the current shader stage.
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/// </summary>
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/// <param name="slot">The number of the constant buffer to get the size from</param>
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/// <returns>Size in bytes</returns>
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int QueryTextureArrayLengthFromBuffer(int slot);
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/// <summary>
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/// Queries the binding number of a constant buffer.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingConstantBuffer(int index)
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{
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return index + 1;
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}
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int CreateConstantBufferBinding(int index);
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/// <summary>
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/// Queries the binding number of an image.
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/// </summary>
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/// <param name="count">For array of images, the number of elements of the array, otherwise it should be 1</param>
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/// <param name="isBuffer">Indicates if the image is a buffer image</param>
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/// <returns>Binding number</returns>
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int CreateImageBinding(int count, bool isBuffer);
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/// <summary>
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/// Queries the binding number of a storage buffer.
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/// </summary>
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/// <param name="index">Storage buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingStorageBuffer(int index)
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{
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return index;
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}
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int CreateStorageBufferBinding(int index);
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/// <summary>
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/// Queries the binding number of a texture.
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/// </summary>
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/// <param name="index">Texture index</param>
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/// <param name="count">For array of textures, the number of elements of the array, otherwise it should be 1</param>
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/// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
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/// <returns>Binding number</returns>
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int QueryBindingTexture(int index, bool isBuffer)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of an image.
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/// </summary>
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/// <param name="index">Image index</param>
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/// <param name="isBuffer">Indicates if the image is a buffer image</param>
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/// <returns>Binding number</returns>
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int QueryBindingImage(int index, bool isBuffer)
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{
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return index;
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}
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int CreateTextureBinding(int count, bool isBuffer);
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/// <summary>
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/// Queries Local Size X for compute shaders.
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