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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
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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{
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/// <summary>
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/// Threaded representation of a texture and sampler array.
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/// </summary>
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class ThreadedTextureArray : ITextureArray
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{
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private readonly ThreadedRenderer _renderer;
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public ITextureArray Base;
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public ThreadedTextureArray(ThreadedRenderer renderer)
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{
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_renderer = renderer;
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(_renderer, reference);
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}
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public void SetSamplers(int index, ISampler[] samplers)
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{
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_renderer.New<TextureArraySetSamplersCommand>().Set(Ref(this), index, Ref(samplers.ToArray()));
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_renderer.QueueCommand();
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}
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public void SetTextures(int index, ITexture[] textures)
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{
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_renderer.New<TextureArraySetTexturesCommand>().Set(Ref(this), index, Ref(textures.ToArray()));
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_renderer.QueueCommand();
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}
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}
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}
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