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
This commit is contained in:
gdkchan
2024-05-26 13:30:19 -03:00
committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
47 changed files with 996 additions and 262 deletions

View File

@@ -4,6 +4,7 @@ namespace Ryujinx.Graphics.Shader
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
public readonly int Set;
public readonly int Binding;
public readonly SamplerType Type;
@@ -18,6 +19,7 @@ namespace Ryujinx.Graphics.Shader
public readonly TextureUsageFlags Flags;
public TextureDescriptor(
int set,
int binding,
SamplerType type,
TextureFormat format,
@@ -27,6 +29,7 @@ namespace Ryujinx.Graphics.Shader
bool separate,
TextureUsageFlags flags)
{
Set = set;
Binding = binding;
Type = type;
Format = format;