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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/TextureArraySetTexturesCommand.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/TextureArraySetTexturesCommand.cs')
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetTexturesCommand.cs27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetTexturesCommand.cs b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetTexturesCommand.cs
new file mode 100644
index 00000000..cc94d1b6
--- /dev/null
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/TextureArray/TextureArraySetTexturesCommand.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 TextureArraySetTexturesCommand : IGALCommand, IGALCommand<TextureArraySetTexturesCommand>
+ {
+ public readonly CommandType CommandType => CommandType.TextureArraySetTextures;
+ private TableRef<ThreadedTextureArray> _textureArray;
+ private int _index;
+ private TableRef<ITexture[]> _textures;
+
+ public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ITexture[]> textures)
+ {
+ _textureArray = textureArray;
+ _index = index;
+ _textures = textures;
+ }
+
+ public static void Run(ref TextureArraySetTexturesCommand command, ThreadedRenderer threaded, IRenderer renderer)
+ {
+ ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
+ textureArray.Base.SetTextures(command._index, command._textures.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
+ }
+ }
+}