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Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
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@@ -185,11 +185,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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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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ResourceType type = GetTextureResourceType(texture, isImage);
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_resourceDescriptors[setIndex].Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
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}
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@@ -242,16 +238,38 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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foreach (TextureDescriptor texture in textures)
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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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ResourceType type = GetTextureResourceType(texture, isImage);
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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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private static ResourceType GetTextureResourceType(TextureDescriptor texture, bool isImage)
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{
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bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
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if (isBuffer)
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{
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return isImage ? ResourceType.BufferImage : ResourceType.BufferTexture;
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}
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else if (isImage)
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{
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return ResourceType.Image;
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}
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else if (texture.Type == SamplerType.None)
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{
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return ResourceType.Sampler;
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}
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else if (texture.Separate)
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{
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return ResourceType.Texture;
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}
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else
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{
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return ResourceType.TextureAndSampler;
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}
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}
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/// <summary>
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/// Creates a new shader information structure from the added information.
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/// </summary>
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