aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Shader/SamplerType.cs
diff options
context:
space:
mode:
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.Shader/SamplerType.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.Shader/SamplerType.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/SamplerType.cs35
1 files changed, 32 insertions, 3 deletions
diff --git a/src/Ryujinx.Graphics.Shader/SamplerType.cs b/src/Ryujinx.Graphics.Shader/SamplerType.cs
index 85e97368..66c748bf 100644
--- a/src/Ryujinx.Graphics.Shader/SamplerType.cs
+++ b/src/Ryujinx.Graphics.Shader/SamplerType.cs
@@ -16,9 +16,8 @@ namespace Ryujinx.Graphics.Shader
Mask = 0xff,
Array = 1 << 8,
- Indexed = 1 << 9,
- Multisample = 1 << 10,
- Shadow = 1 << 11,
+ Multisample = 1 << 9,
+ Shadow = 1 << 10,
}
static class SamplerTypeExtensions
@@ -36,6 +35,36 @@ namespace Ryujinx.Graphics.Shader
};
}
+ public static string ToShortSamplerType(this SamplerType type)
+ {
+ string typeName = (type & SamplerType.Mask) switch
+ {
+ SamplerType.Texture1D => "1d",
+ SamplerType.TextureBuffer => "b",
+ SamplerType.Texture2D => "2d",
+ SamplerType.Texture3D => "3d",
+ SamplerType.TextureCube => "cube",
+ _ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
+ };
+
+ if ((type & SamplerType.Multisample) != 0)
+ {
+ typeName += "ms";
+ }
+
+ if ((type & SamplerType.Array) != 0)
+ {
+ typeName += "a";
+ }
+
+ if ((type & SamplerType.Shadow) != 0)
+ {
+ typeName += "s";
+ }
+
+ return typeName;
+ }
+
public static string ToGlslSamplerType(this SamplerType type)
{
string typeName = (type & SamplerType.Mask) switch