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Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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@ -27,6 +27,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <param name="cb1Data">The constant buffer 1 data of the shader</param>
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/// <param name="oldSpecState">Shader specialization state of the cached shader</param>
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/// <param name="newSpecState">Shader specialization state of the recompiled shader</param>
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/// <param name="counts">Resource counts shared across all shader stages</param>
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/// <param name="stageIndex">Shader stage index</param>
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public DiskCacheGpuAccessor(
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GpuContext context,
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@ -108,6 +109,27 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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return _oldSpecState.GraphicsState.HasConstantBufferDrawParameters;
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}
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/// <inheritdoc/>
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public SamplerType QuerySamplerType(int handle, int cbufSlot)
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{
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_newSpecState.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot).ConvertSamplerType();
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}
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/// <inheritdoc/>
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public int QueryTextureArrayLengthFromBuffer(int slot)
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{
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if (!_oldSpecState.TextureArrayFromBufferRegistered(_stageIndex, 0, slot))
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{
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throw new DiskCacheLoadException(DiskCacheLoadResult.MissingTextureArrayLength);
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}
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int arrayLength = _oldSpecState.GetTextureArrayFromBufferLength(_stageIndex, 0, slot);
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_newSpecState.RegisterTextureArrayLengthFromBuffer(_stageIndex, 0, slot, arrayLength);
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return arrayLength;
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}
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/// <inheritdoc/>
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public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
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{
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@ -116,13 +138,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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return ConvertToTextureFormat(format, formatSrgb);
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}
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/// <inheritdoc/>
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public SamplerType QuerySamplerType(int handle, int cbufSlot)
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{
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_newSpecState.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot).ConvertSamplerType();
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}
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/// <inheritdoc/>
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public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
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{
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