Ryujinx/src/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.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

53 lines
1.3 KiB
C#

namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{
class TextureOperation : Operation
{
public const int DefaultCbufSlot = -1;
public SamplerType Type { get; set; }
public TextureFormat Format { get; set; }
public TextureFlags Flags { get; private set; }
public int Binding { get; private set; }
public TextureOperation(
Instruction inst,
SamplerType type,
TextureFormat format,
TextureFlags flags,
int binding,
int compIndex,
Operand[] dests,
Operand[] sources) : base(inst, compIndex, dests, sources)
{
Type = type;
Format = format;
Flags = flags;
Binding = binding;
}
public void TurnIntoArray(int binding)
{
Flags &= ~TextureFlags.Bindless;
Binding = binding;
}
public void SetBinding(int binding)
{
if ((Flags & TextureFlags.Bindless) != 0)
{
Flags &= ~TextureFlags.Bindless;
RemoveSource(0);
}
Binding = binding;
}
public void SetLodLevelFlag()
{
Flags |= TextureFlags.LodLevel;
}
}
}