Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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@@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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IAstNode vector = operation.GetSource(0);
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IAstNode index = operation.GetSource(1);
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string vectorExpr = GetSoureExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
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string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
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if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
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{
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@@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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else
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{
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string indexExpr = GetSoureExpr(context, index, GetSrcVarType(operation.Inst, 1));
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string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
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return $"{vectorExpr}[{indexExpr}]";
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}
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