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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@@ -126,6 +126,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
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ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
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int samplerPoolMaximumId = _state.State.SetTexSamplerPoolCMaximumIndex;
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GpuChannelPoolState poolState = new(
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texturePoolGpuVa,
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_state.State.SetTexHeaderPoolCMaximumIndex,
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@@ -139,7 +141,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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@@ -184,7 +186,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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}
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@@ -1429,7 +1429,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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addressesSpan[index] = baseAddress + shader.Offset;
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}
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(ref _state.State, ref _pipeline, _channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), addresses);
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int samplerPoolMaximumId = _state.State.SamplerIndex == SamplerIndex.ViaHeaderIndex
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? _state.State.TexturePoolState.MaximumId
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: _state.State.SamplerPoolState.MaximumId;
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(
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ref _state.State,
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ref _pipeline,
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_channel,
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samplerPoolMaximumId,
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ref _currentSpecState.GetPoolState(),
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ref _currentSpecState.GetGraphicsState(),
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addresses);
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// Consume the modified flag for spec state so that it isn't checked again.
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_currentSpecState.SetShader(gs);
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