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authorgdkchan <gab.dark.100@gmail.com>2024-04-07 18:25:55 -0300
committerGitHub <noreply@github.com>2024-04-07 18:25:55 -0300
commit3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch)
treea4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs
parent808803d97a0c06809bf000687c252f960048fcf0 (diff)
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
Diffstat (limited to 'src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs')
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs26
1 files changed, 26 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs
new file mode 100644
index 00000000..45e28aa6
--- /dev/null
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs
@@ -0,0 +1,26 @@
+using Ryujinx.Graphics.GAL.Multithreading.Model;
+using Ryujinx.Graphics.GAL.Multithreading.Resources;
+using Ryujinx.Graphics.Shader;
+
+namespace Ryujinx.Graphics.GAL.Multithreading.Commands
+{
+ struct SetTextureArrayCommand : IGALCommand, IGALCommand<SetTextureArrayCommand>
+ {
+ public readonly CommandType CommandType => CommandType.SetTextureArray;
+ private ShaderStage _stage;
+ private int _binding;
+ private TableRef<ITextureArray> _array;
+
+ public void Set(ShaderStage stage, int binding, TableRef<ITextureArray> array)
+ {
+ _stage = stage;
+ _binding = binding;
+ _array = array;
+ }
+
+ public static void Run(ref SetTextureArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
+ {
+ renderer.Pipeline.SetTextureArray(command._stage, command._binding, command._array.GetAs<ThreadedTextureArray>(threaded)?.Base);
+ }
+ }
+}