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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@@ -62,6 +62,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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var result = new TextureBindingInfo(
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target,
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descriptor.Set,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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@@ -90,6 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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var result = new TextureBindingInfo(
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target,
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format,
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descriptor.Set,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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