Ryujinx/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetTextureArrayCommand.cs
gdkchan 3e6e0e4afa
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
2024-04-07 18:25:55 -03:00

27 lines
956 B
C#

using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct SetTextureArrayCommand : IGALCommand, IGALCommand<SetTextureArrayCommand>
{
public readonly CommandType CommandType => CommandType.SetTextureArray;
private ShaderStage _stage;
private int _binding;
private TableRef<ITextureArray> _array;
public void Set(ShaderStage stage, int binding, TableRef<ITextureArray> array)
{
_stage = stage;
_binding = binding;
_array = array;
}
public static void Run(ref SetTextureArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
renderer.Pipeline.SetTextureArray(command._stage, command._binding, command._array.GetAs<ThreadedTextureArray>(threaded)?.Base);
}
}
}