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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/ThreadedRenderer.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/ThreadedRenderer.cs')
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs
index 830fbf2d..5e17bcd2 100644
--- a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs
@@ -299,6 +299,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
return handle;
}
+ public IImageArray CreateImageArray(int size, bool isBuffer)
+ {
+ var imageArray = new ThreadedImageArray(this);
+ New<CreateImageArrayCommand>().Set(Ref(imageArray), size, isBuffer);
+ QueueCommand();
+
+ return imageArray;
+ }
+
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
{
var program = new ThreadedProgram(this);
@@ -349,6 +358,14 @@ namespace Ryujinx.Graphics.GAL.Multithreading
return texture;
}
}
+ public ITextureArray CreateTextureArray(int size, bool isBuffer)
+ {
+ var textureArray = new ThreadedTextureArray(this);
+ New<CreateTextureArrayCommand>().Set(Ref(textureArray), size, isBuffer);
+ QueueCommand();
+
+ return textureArray;
+ }
public void DeleteBuffer(BufferHandle buffer)
{