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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/TextureArray.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/TextureArray.cs')
-rw-r--r--src/Ryujinx.Graphics.OpenGL/Image/TextureArray.cs52
1 files changed, 52 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.OpenGL/Image/TextureArray.cs b/src/Ryujinx.Graphics.OpenGL/Image/TextureArray.cs
new file mode 100644
index 00000000..d70b0a00
--- /dev/null
+++ b/src/Ryujinx.Graphics.OpenGL/Image/TextureArray.cs
@@ -0,0 +1,52 @@
+using Ryujinx.Graphics.GAL;
+
+namespace Ryujinx.Graphics.OpenGL.Image
+{
+ class TextureArray : ITextureArray
+ {
+ private record struct TextureRef
+ {
+ public TextureBase Texture;
+ public Sampler Sampler;
+ }
+
+ private readonly TextureRef[] _textureRefs;
+
+ public TextureArray(int size)
+ {
+ _textureRefs = new TextureRef[size];
+ }
+
+ public void SetSamplers(int index, ISampler[] samplers)
+ {
+ for (int i = 0; i < samplers.Length; i++)
+ {
+ _textureRefs[index + i].Sampler = samplers[i] as Sampler;
+ }
+ }
+
+ public void SetTextures(int index, ITexture[] textures)
+ {
+ for (int i = 0; i < textures.Length; i++)
+ {
+ _textureRefs[index + i].Texture = textures[i] as TextureBase;
+ }
+ }
+
+ public void Bind(int baseBinding)
+ {
+ for (int i = 0; i < _textureRefs.Length; i++)
+ {
+ if (_textureRefs[i].Texture != null)
+ {
+ _textureRefs[i].Texture.Bind(baseBinding + i);
+ _textureRefs[i].Sampler?.Bind(baseBinding + i);
+ }
+ else
+ {
+ TextureBase.ClearBinding(baseBinding + i);
+ }
+ }
+ }
+ }
+}