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* 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
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.ImageArray
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{
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struct ImageArraySetImagesCommand : IGALCommand, IGALCommand<ImageArraySetImagesCommand>
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{
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public readonly CommandType CommandType => CommandType.ImageArraySetImages;
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private TableRef<ThreadedImageArray> _imageArray;
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private int _index;
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private TableRef<ITexture[]> _images;
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public void Set(TableRef<ThreadedImageArray> imageArray, int index, TableRef<ITexture[]> images)
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{
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_imageArray = imageArray;
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_index = index;
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_images = images;
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}
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public static void Run(ref ImageArraySetImagesCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedImageArray imageArray = command._imageArray.Get(threaded);
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imageArray.Base.SetImages(command._index, command._images.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
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}
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}
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}
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