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authorriperiperi <rhy3756547@hotmail.com>2021-09-02 04:17:43 +0100
committerGitHub <noreply@github.com>2021-09-02 00:17:43 -0300
commitf0b00c1ae92a2e8fdff9c532e7f2f79ad708b184 (patch)
tree76ac9ca16b6bf8dce852249993eb3486798000b7 /Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs
parent142cededd4db2ff4f83a4833580d343a4f0a8cde (diff)
Fix TXQ for 3D textures. (#2613)
* Fix TXQ for 3D textures. Assumes the texture is 3D if the component mask contains Z. This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2. May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache. * Get sampler type for TextureSize from bound textures.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs
index 54b4133a..7c4eea02 100644
--- a/Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs
@@ -119,14 +119,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
- /// Queries texture target information.
+ /// Queries sampler type information.
/// </summary>
/// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>True if the texture is a buffer texture, false otherwise</returns>
- public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
+ /// <returns>The sampler type value for the given handle</returns>
+ public SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
- return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer;
+ return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
}
/// <summary>