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Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
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39 changed files with 1091 additions and 311 deletions
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@ -1429,7 +1429,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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addressesSpan[index] = baseAddress + shader.Offset;
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}
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(ref _state.State, ref _pipeline, _channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), addresses);
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int samplerPoolMaximumId = _state.State.SamplerIndex == SamplerIndex.ViaHeaderIndex
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? _state.State.TexturePoolState.MaximumId
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: _state.State.SamplerPoolState.MaximumId;
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(
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ref _state.State,
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ref _pipeline,
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_channel,
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samplerPoolMaximumId,
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ref _currentSpecState.GetPoolState(),
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ref _currentSpecState.GetGraphicsState(),
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addresses);
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// Consume the modified flag for spec state so that it isn't checked again.
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_currentSpecState.SetShader(gs);
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