From 3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb Mon Sep 17 00:00:00 2001 From: gdkchan Date: Sun, 7 Apr 2024 18:25:55 -0300 Subject: 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 --- src/Ryujinx.Graphics.OpenGL/Pipeline.cs | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'src/Ryujinx.Graphics.OpenGL/Pipeline.cs') diff --git a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs index 0757fcd9..6d066bb6 100644 --- a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -958,6 +958,11 @@ namespace Ryujinx.Graphics.OpenGL } } + public void SetImageArray(ShaderStage stage, int binding, IImageArray array) + { + (array as ImageArray).Bind(binding); + } + public void SetIndexBuffer(BufferRange buffer, IndexType type) { _elementsType = type.Convert(); @@ -1302,6 +1307,10 @@ namespace Ryujinx.Graphics.OpenGL } } + public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array) + { + (array as TextureArray).Bind(binding); + } public void SetTransformFeedbackBuffers(ReadOnlySpan buffers) { -- cgit v1.2.3