Should only use separate array is MaximumExtraSets is not zero
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8c0b49299c
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1 changed files with 2 additions and 2 deletions
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@ -969,7 +969,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="array">Texture array</param>
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/// <param name="array">Texture array</param>
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private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array)
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private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array)
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{
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex)
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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{
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_context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array);
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_context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array);
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}
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}
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@ -987,7 +987,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="array">Image array</param>
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/// <param name="array">Image array</param>
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private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array)
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private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array)
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{
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex)
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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{
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_context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array);
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_context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array);
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}
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}
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