3e6e0e4afa
* 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
66 lines
2 KiB
C#
66 lines
2 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Memory.Range;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// A buffer binding to apply to a buffer texture array element.
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/// </summary>
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readonly struct BufferTextureArrayBinding<T>
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{
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/// <summary>
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/// Backend texture or image array.
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/// </summary>
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public T Array { get; }
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/// <summary>
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/// The buffer texture.
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/// </summary>
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public ITexture Texture { get; }
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/// <summary>
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/// Physical ranges of memory where the buffer texture data is located.
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/// </summary>
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public MultiRange Range { get; }
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/// <summary>
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/// The image or sampler binding info for the buffer texture.
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/// </summary>
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public TextureBindingInfo BindingInfo { get; }
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/// <summary>
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/// Index of the binding on the array.
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/// </summary>
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public int Index { get; }
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/// <summary>
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/// The image format for the binding.
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Create a new buffer texture binding.
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/// </summary>
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/// <param name="texture">Buffer texture</param>
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info</param>
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/// <param name="index">Index of the binding on the array</param>
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/// <param name="format">Binding format</param>
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public BufferTextureArrayBinding(
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T array,
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index,
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Format format)
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{
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Array = array;
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Texture = texture;
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Range = range;
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BindingInfo = bindingInfo;
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Index = index;
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Format = format;
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}
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}
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}
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