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
This commit is contained in:
gdkchan
2024-05-26 13:30:19 -03:00
committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
47 changed files with 996 additions and 262 deletions

View File

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