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
This commit is contained in:
gdkchan
2024-04-07 18:25:55 -03:00
committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
83 changed files with 3263 additions and 955 deletions

View File

@@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
IAstNode vector = operation.GetSource(0);
IAstNode index = operation.GetSource(1);
string vectorExpr = GetSoureExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
{
@@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
}
else
{
string indexExpr = GetSoureExpr(context, index, GetSrcVarType(operation.Inst, 1));
string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
return $"{vectorExpr}[{indexExpr}]";
}