Ryujinx/src/Ryujinx.Graphics.Shader/TextureDescriptor.cs
gdkchan 53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00

43 lines
1.1 KiB
C#

namespace Ryujinx.Graphics.Shader
{
public readonly struct TextureDescriptor
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
public readonly int Set;
public readonly int Binding;
public readonly SamplerType Type;
public readonly TextureFormat Format;
public readonly int CbufSlot;
public readonly int HandleIndex;
public readonly int ArrayLength;
public readonly bool Separate;
public readonly TextureUsageFlags Flags;
public TextureDescriptor(
int set,
int binding,
SamplerType type,
TextureFormat format,
int cbufSlot,
int handleIndex,
int arrayLength,
bool separate,
TextureUsageFlags flags)
{
Set = set;
Binding = binding;
Type = type;
Format = format;
CbufSlot = cbufSlot;
HandleIndex = handleIndex;
ArrayLength = arrayLength;
Separate = separate;
Flags = flags;
}
}
}