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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
25 lines
951 B
C#
25 lines
951 B
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
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{
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struct CreateTextureArrayCommand : IGALCommand, IGALCommand<CreateTextureArrayCommand>
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{
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public readonly CommandType CommandType => CommandType.CreateTextureArray;
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private TableRef<ThreadedTextureArray> _textureArray;
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private int _size;
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private bool _isBuffer;
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public void Set(TableRef<ThreadedTextureArray> textureArray, int size, bool isBuffer)
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{
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_textureArray = textureArray;
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_size = size;
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_isBuffer = isBuffer;
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}
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public static void Run(ref CreateTextureArrayCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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command._textureArray.Get(threaded).Base = renderer.CreateTextureArray(command._size, command._isBuffer);
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}
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}
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}
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