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* Ensure descriptor sets are only re-used when all command buffers using it have completed * Fix some SPIR-V capabilities * Set update after bind flag if we exceed limits * Simpler fix for Intel * Format whitespace * Make struct readonly * Add barriers for extra set arrays too
43 lines
1.3 KiB
C#
43 lines
1.3 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 Dispose()
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{
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_renderer.New<TextureArrayDisposeCommand>().Set(Ref(this));
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_renderer.QueueCommand();
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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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