diff options
| author | riperiperi <rhy3756547@hotmail.com> | 2021-09-02 04:17:43 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-09-02 00:17:43 -0300 |
| commit | f0b00c1ae92a2e8fdff9c532e7f2f79ad708b184 (patch) | |
| tree | 76ac9ca16b6bf8dce852249993eb3486798000b7 /Ryujinx.Graphics.Gpu | |
| parent | 142cededd4db2ff4f83a4833580d343a4f0a8cde (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')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureTarget.cs | 23 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 2 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs | 8 |
3 files changed, 28 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs b/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs index 1db758fc..5e0a0721 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs @@ -1,4 +1,5 @@ using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Image { @@ -54,5 +55,27 @@ namespace Ryujinx.Graphics.Gpu.Image return Target.Texture1D; } + + /// <summary> + /// Converts the texture target enum to a shader sampler type. + /// </summary> + /// <param name="target">The target enum to convert</param> + /// <returns>The shader sampler type</returns> + public static SamplerType ConvertSamplerType(this TextureTarget target) + { + return target switch + { + TextureTarget.Texture1D => SamplerType.Texture1D, + TextureTarget.Texture2D => SamplerType.Texture2D, + TextureTarget.Texture3D => SamplerType.Texture3D, + TextureTarget.Cubemap => SamplerType.TextureCube, + TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array, + TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array, + TextureTarget.TextureBuffer => SamplerType.TextureBuffer, + TextureTarget.Texture2DRect => SamplerType.Texture2D, + TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array, + _ => SamplerType.Texture2D + }; + } } }
\ No newline at end of file diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 0d479559..cda3ecb3 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <summary> /// Version of the codegen (to be changed when codegen or guest format change). /// </summary> - private const ulong ShaderCodeGenVersion = 2092; + private const ulong ShaderCodeGenVersion = 2613; // Progress reporting helpers private volatile int _shaderCount; 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> |
