[shader_recompiler, renderer_vulkan] draw sprites whose texture handle comes from a vertex attribute (#4566)

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-------------------
credit: Ghael-V

Draw sprites whose texture handle comes from a vertex attribute. A bindless handle read from an interpolated vertex attribute could not be tracked to a constant buffer, so pipeline creation threw and every draw using the shader was dropped (FIFA player indicators, shadows and some text).

The handle now gets a sentinel descriptor, and the Vulkan rasterizer splits a triangle-list draw into runs of vertices that share a handle and binds each run's texture before drawing it.

https://github.com/Ghael-V/Lemon-Project/commit/4fec247e9eb29a6e81a51d8252323c5cda6b2cb9
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4566
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
This commit is contained in:
PavelBARABANOV
2026-11-01 21:44:40 +01:00
committed by crueter
parent be21ccce25
commit 3d3ed4b7d1
8 changed files with 189 additions and 12 deletions
@@ -40,6 +40,8 @@ struct HostTranslateInfo {
bool support_conditional_barrier{}; ///< True when the device supports barriers in conditional
///< control flow
bool single_lane_geometry_subgroups{};
bool support_attribute_texture_handle{}; ///< True when the host binds texture handles that
///< arrive as vertex attributes
void ApplyDescriptorLimitPolicy() noexcept {
if (min_ssbo_alignment == 0) {