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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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@@ -221,7 +221,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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private static void TurnIntoArray(ResourceManager resourceManager, TextureOperation texOp, int cbufSlot, int handleIndex, int length)
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{
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int binding = resourceManager.GetTextureOrImageBinding(
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SetBindingPair setAndBinding = resourceManager.GetTextureOrImageBinding(
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texOp.Inst,
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texOp.Type,
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texOp.Format,
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@@ -230,7 +230,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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handleIndex,
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length);
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texOp.TurnIntoArray(binding);
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texOp.TurnIntoArray(setAndBinding);
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}
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}
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}
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