3e6e0e4afa
* 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
22 lines
604 B
C#
22 lines
604 B
C#
using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Vulkan
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{
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readonly struct ResourceBindingSegment
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{
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public readonly int Binding;
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public readonly int Count;
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public readonly ResourceType Type;
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public readonly ResourceStages Stages;
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public readonly bool IsArray;
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public ResourceBindingSegment(int binding, int count, ResourceType type, ResourceStages stages, bool isArray)
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{
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Binding = binding;
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Count = count;
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Type = type;
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Stages = stages;
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IsArray = isArray;
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}
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}
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}
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