diff options
author | gdkchan <gab.dark.100@gmail.com> | 2024-05-26 13:30:19 -0300 |
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committer | GitHub <noreply@github.com> | 2024-05-26 13:30:19 -0300 |
commit | 53d096e392d85106a41d8edad1dcda5cce7446a2 (patch) | |
tree | 38fcf4a50e666c96c5c0ea133201f0b390bd14eb /src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs | |
parent | 4cc00bb4b1b777734151cab5570d622fbfefa49f (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.cs | 12 |
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)); |