Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)

* Add support for bindless textures from shader input (vertex buffer)

* Shader cache version bump

* Format whitespace

* Remove cache entries on pool removal, disable for OpenGL

* PR feedback
This commit is contained in:
gdkchan
2024-04-22 15:05:55 -03:00
committed by GitHub
parent 9b94662b4b
commit c6f8bfed90
39 changed files with 1091 additions and 311 deletions

View File

@ -5,6 +5,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
class GpuAccessorState
{
/// <summary>
/// Maximum ID that a sampler pool entry may have.
/// </summary>
public readonly int SamplerPoolMaximumId;
/// <summary>
/// GPU texture pool state.
/// </summary>
@ -38,18 +43,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Creates a new GPU accessor state.
/// </summary>
/// <param name="samplerPoolMaximumId">Maximum ID that a sampler pool entry may have</param>
/// <param name="poolState">GPU texture pool state</param>
/// <param name="computeState">GPU compute state, for compute shaders</param>
/// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param>
/// <param name="specializationState">Shader specialization state (shared by all stages)</param>
/// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param>
public GpuAccessorState(
int samplerPoolMaximumId,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
GpuChannelGraphicsState graphicsState,
ShaderSpecializationState specializationState,
TransformFeedbackDescriptor[] transformFeedbackDescriptors = null)
{
SamplerPoolMaximumId = samplerPoolMaximumId;
PoolState = poolState;
GraphicsState = graphicsState;
ComputeState = computeState;