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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.Shader/IGpuAccessor.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.Shader/IGpuAccessor.cs')
-rw-r--r--Ryujinx.Graphics.Shader/IGpuAccessor.cs8
1 files changed, 5 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.Shader/IGpuAccessor.cs b/Ryujinx.Graphics.Shader/IGpuAccessor.cs
index 84c30479..9ae399f7 100644
--- a/Ryujinx.Graphics.Shader/IGpuAccessor.cs
+++ b/Ryujinx.Graphics.Shader/IGpuAccessor.cs
@@ -1,4 +1,6 @@
-namespace Ryujinx.Graphics.Shader
+using Ryujinx.Graphics.Shader.Decoders;
+
+namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
@@ -79,9 +81,9 @@
return true;
}
- bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
+ SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
- return false;
+ return SamplerType.Texture2D;
}
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)