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* 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
27 lines
1.1 KiB
C#
27 lines
1.1 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
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{
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struct TextureArraySetSamplersCommand : IGALCommand, IGALCommand<TextureArraySetSamplersCommand>
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{
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public readonly CommandType CommandType => CommandType.TextureArraySetSamplers;
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private TableRef<ThreadedTextureArray> _textureArray;
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private int _index;
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private TableRef<ISampler[]> _samplers;
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public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ISampler[]> samplers)
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{
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_textureArray = textureArray;
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_index = index;
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_samplers = samplers;
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}
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public static void Run(ref TextureArraySetSamplersCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
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textureArray.Base.SetSamplers(command._index, command._samplers.Get(threaded).Select(sampler => ((ThreadedSampler)sampler)?.Base).ToArray());
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}
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}
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}
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