Ryujinx/src/Ryujinx.Graphics.Shader/BufferDescriptor.cs
gdkchan 53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00

34 lines
1 KiB
C#

namespace Ryujinx.Graphics.Shader
{
public readonly struct BufferDescriptor
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
public readonly int Set;
public readonly int Binding;
public readonly byte Slot;
public readonly byte SbCbSlot;
public readonly ushort SbCbOffset;
public readonly BufferUsageFlags Flags;
public BufferDescriptor(int set, int binding, int slot)
{
Set = set;
Binding = binding;
Slot = (byte)slot;
SbCbSlot = 0;
SbCbOffset = 0;
Flags = BufferUsageFlags.None;
}
public BufferDescriptor(int set, int binding, int slot, int sbCbSlot, int sbCbOffset, BufferUsageFlags flags)
{
Set = set;
Binding = binding;
Slot = (byte)slot;
SbCbSlot = (byte)sbCbSlot;
SbCbOffset = (ushort)sbCbOffset;
Flags = flags;
}
}
}