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authorgdkchan <gab.dark.100@gmail.com>2024-05-26 13:30:19 -0300
committerGitHub <noreply@github.com>2024-05-26 13:30:19 -0300
commit53d096e392d85106a41d8edad1dcda5cce7446a2 (patch)
tree38fcf4a50e666c96c5c0ea133201f0b390bd14eb /src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
parent4cc00bb4b1b777734151cab5570d622fbfefa49f (diff)
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)1.1.1323
* 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
Diffstat (limited to 'src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs')
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
index 697894eb..edd79d8a 100644
--- a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
@@ -189,6 +189,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
+ public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
+ {
+ _renderer.New<SetImageArraySeparateCommand>().Set(stage, setIndex, Ref(array));
+ _renderer.QueueCommand();
+ }
+
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
@@ -297,6 +303,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
+ public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
+ {
+ _renderer.New<SetTextureArraySeparateCommand>().Set(stage, setIndex, Ref(array));
+ _renderer.QueueCommand();
+ }
+
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));