diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2024-04-07 18:25:55 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-07 18:25:55 -0300 |
| commit | 3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch) | |
| tree | a4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs | |
| parent | 808803d97a0c06809bf000687c252f960048fcf0 (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/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 ad50bddf..697894eb 100644 --- a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs +++ b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs @@ -183,6 +183,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading _renderer.QueueCommand(); } + public void SetImageArray(ShaderStage stage, int binding, IImageArray array) + { + _renderer.New<SetImageArrayCommand>().Set(stage, binding, Ref(array)); + _renderer.QueueCommand(); + } + public void SetIndexBuffer(BufferRange buffer, IndexType type) { _renderer.New<SetIndexBufferCommand>().Set(buffer, type); @@ -285,6 +291,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading _renderer.QueueCommand(); } + public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array) + { + _renderer.New<SetTextureArrayCommand>().Set(stage, binding, Ref(array)); + _renderer.QueueCommand(); + } + public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers) { _renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers)); |
