diff options
author | gdkchan <gab.dark.100@gmail.com> | 2024-06-02 22:40:28 -0300 |
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committer | GitHub <noreply@github.com> | 2024-06-02 22:40:28 -0300 |
commit | c0f2491eaee7eb1088605f5bda8055b941a14f99 (patch) | |
tree | 4f52becd1f06d3f2dc2209be8e802f505b1d1eca /src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetSamplersCommand.cs | |
parent | d7c6474729ee36875cf387629afe1389655311f8 (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.cs | 27 |
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()); + } + } +} |