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gpu: Make the texture ladder handle 32 textures
So now we can put more textures in one descriptor set even if dynamic indexing isn't supported.
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@ -496,16 +496,7 @@ gsk_vulkan_device_setup (GskVulkanDevice *self,
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};
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vkGetPhysicalDeviceProperties2 (display->vk_physical_device, &vk_props);
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/* These numbers can be improved in the shader sources by adding more
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* entries to the big switch() statements */
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self->max_immutable_samplers = 8;
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if (!gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_DYNAMIC_INDEXING) ||
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!gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_NONUNIFORM_INDEXING))
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{
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self->max_buffers = 8;
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self->max_samplers = 8;
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}
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else if (gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_DESCRIPTOR_INDEXING))
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if (gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_DESCRIPTOR_INDEXING))
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{
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self->max_buffers = vk12_props.maxPerStageDescriptorUpdateAfterBindUniformBuffers;
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self->max_samplers = vk12_props.maxPerStageDescriptorUpdateAfterBindSampledImages;
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@ -515,6 +506,15 @@ gsk_vulkan_device_setup (GskVulkanDevice *self,
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self->max_buffers = vk_props.properties.limits.maxPerStageDescriptorUniformBuffers;
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self->max_samplers = vk_props.properties.limits.maxPerStageDescriptorSampledImages;
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}
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if (!gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_DYNAMIC_INDEXING) ||
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!gsk_vulkan_device_has_feature (self, GDK_VULKAN_FEATURE_NONUNIFORM_INDEXING))
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{
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/* These numbers can be improved in the shader sources by adding more
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* entries to the big if() ladders */
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self->max_buffers = MIN (self->max_buffers, 32);
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self->max_samplers = MIN (self->max_samplers, 32);
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}
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self->max_immutable_samplers = MIN (self->max_samplers, 32);
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gsk_gpu_device_setup (GSK_GPU_DEVICE (self),
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display,
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vk_props.properties.limits.maxImageDimension2D);
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