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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.OpenGL/Image/ImageArray.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.OpenGL/Image/ImageArray.cs')
-rw-r--r--src/Ryujinx.Graphics.OpenGL/Image/ImageArray.cs67
1 files changed, 67 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.OpenGL/Image/ImageArray.cs b/src/Ryujinx.Graphics.OpenGL/Image/ImageArray.cs
new file mode 100644
index 00000000..1c5acedf
--- /dev/null
+++ b/src/Ryujinx.Graphics.OpenGL/Image/ImageArray.cs
@@ -0,0 +1,67 @@
+using OpenTK.Graphics.OpenGL;
+using Ryujinx.Graphics.GAL;
+using System;
+
+namespace Ryujinx.Graphics.OpenGL.Image
+{
+ class ImageArray : IImageArray
+ {
+ private record struct TextureRef
+ {
+ public int Handle;
+ public Format Format;
+ }
+
+ private readonly TextureRef[] _images;
+
+ public ImageArray(int size)
+ {
+ _images = new TextureRef[size];
+ }
+
+ public void SetFormats(int index, GAL.Format[] imageFormats)
+ {
+ for (int i = 0; i < imageFormats.Length; i++)
+ {
+ _images[index + i].Format = imageFormats[i];
+ }
+ }
+
+ public void SetImages(int index, ITexture[] images)
+ {
+ for (int i = 0; i < images.Length; i++)
+ {
+ ITexture image = images[i];
+
+ if (image is TextureBase imageBase)
+ {
+ _images[index + i].Handle = imageBase.Handle;
+ }
+ else
+ {
+ _images[index + i].Handle = 0;
+ }
+ }
+ }
+
+ public void Bind(int baseBinding)
+ {
+ for (int i = 0; i < _images.Length; i++)
+ {
+ if (_images[i].Handle == 0)
+ {
+ GL.BindImageTexture(baseBinding + i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
+ }
+ else
+ {
+ SizedInternalFormat format = FormatTable.GetImageFormat(_images[i].Format);
+
+ if (format != 0)
+ {
+ GL.BindImageTexture(baseBinding + i, _images[i].Handle, 0, true, 0, TextureAccess.ReadWrite, format);
+ }
+ }
+ }
+ }
+ }
+}