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authorgdkchan <gab.dark.100@gmail.com>2024-06-02 22:40:28 -0300
committerGitHub <noreply@github.com>2024-06-02 22:40:28 -0300
commitc0f2491eaee7eb1088605f5bda8055b941a14f99 (patch)
tree4f52becd1f06d3f2dc2209be8e802f505b1d1eca /src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs
parentd7c6474729ee36875cf387629afe1389655311f8 (diff)
Vulkan separate descriptor set fixes (#6895)1.1.1330
* Ensure descriptor sets are only re-used when all command buffers using it have completed * Fix some SPIR-V capabilities * Set update after bind flag if we exceed limits * Simpler fix for Intel * Format whitespace * Make struct readonly * Add barriers for extra set arrays too
Diffstat (limited to 'src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs')
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs
new file mode 100644
index 00000000..204ee32d
--- /dev/null
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs
@@ -0,0 +1,27 @@
+using Ryujinx.Graphics.GAL.Multithreading.Model;
+using Ryujinx.Graphics.GAL.Multithreading.Resources;
+using System.Linq;
+
+namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
+{
+ struct TextureArraySetSamplersCommand : IGALCommand, IGALCommand<TextureArraySetSamplersCommand>
+ {
+ public readonly CommandType CommandType => CommandType.TextureArraySetSamplers;
+ private TableRef<ThreadedTextureArray> _textureArray;
+ private int _index;
+ private TableRef<ISampler[]> _samplers;
+
+ public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ISampler[]> samplers)
+ {
+ _textureArray = textureArray;
+ _index = index;
+ _samplers = samplers;
+ }
+
+ public static void Run(ref TextureArraySetSamplersCommand command, ThreadedRenderer threaded, IRenderer renderer)
+ {
+ ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
+ textureArray.Base.SetSamplers(command._index, command._samplers.Get(threaded).Select(sampler => ((ThreadedSampler)sampler)?.Base).ToArray());
+ }
+ }
+}