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VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)
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59cafb9303
commit
0726a0e9c8
21 changed files with 107 additions and 59 deletions
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@ -43,7 +43,7 @@ public:
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void SetSampler(u32 index, VkSampler sampler);
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void SetSSBO(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
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void SetTexelBuffer(u32 index, VkBufferView view);
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void SetImageTexture(VkImageView view);
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void SetImageTexture(u32 index, VkImageView view);
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void UnbindTexture(VkImageView view);
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@ -146,7 +146,7 @@ private:
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std::array<VkBufferView, NUM_COMPUTE_TEXEL_BUFFERS> texel_buffers;
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VkDescriptorBufferInfo ssbo;
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VkDescriptorBufferInfo gx_uber_vertex_ssbo;
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VkDescriptorImageInfo image_texture;
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std::array<VkDescriptorImageInfo, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS> image_textures;
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} m_bindings = {};
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std::array<VkDescriptorSet, NUM_GX_DESCRIPTOR_SETS> m_gx_descriptor_sets = {};
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std::array<VkDescriptorSet, NUM_UTILITY_DESCRIPTOR_SETS> m_utility_descriptor_sets = {};
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@ -158,6 +158,7 @@ private:
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// uniform buffers
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std::unique_ptr<VKTexture> m_dummy_texture;
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std::unique_ptr<VKTexture> m_dummy_compute_texture;
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VKFramebuffer* m_framebuffer = nullptr;
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VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
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