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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
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class ImageArray : IImageArray
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{
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private record struct TextureRef
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{
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public int Handle;
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public Format Format;
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}
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private readonly TextureRef[] _images;
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public ImageArray(int size)
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{
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_images = new TextureRef[size];
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}
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public void SetFormats(int index, GAL.Format[] imageFormats)
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{
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for (int i = 0; i < imageFormats.Length; i++)
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{
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_images[index + i].Format = imageFormats[i];
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}
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}
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public void SetImages(int index, ITexture[] images)
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{
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for (int i = 0; i < images.Length; i++)
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{
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ITexture image = images[i];
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if (image is TextureBase imageBase)
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{
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_images[index + i].Handle = imageBase.Handle;
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}
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else
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{
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_images[index + i].Handle = 0;
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}
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}
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}
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public void Bind(int baseBinding)
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{
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for (int i = 0; i < _images.Length; i++)
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{
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if (_images[i].Handle == 0)
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{
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GL.BindImageTexture(baseBinding + i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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}
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else
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{
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SizedInternalFormat format = FormatTable.GetImageFormat(_images[i].Format);
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if (format != 0)
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{
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GL.BindImageTexture(baseBinding + i, _images[i].Handle, 0, true, 0, TextureAccess.ReadWrite, format);
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}
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}
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}
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}
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}
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}
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