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.Shader/Instructions | |
| 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.Shader/Instructions')
| -rw-r--r-- | Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs b/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs index ce63398f..88bafd76 100644 --- a/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs +++ b/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs @@ -697,7 +697,7 @@ namespace Ryujinx.Graphics.Shader.Instructions flags = ConvertTextureFlags(tldsOp.Target) | TextureFlags.IntCoords; - if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QueryIsTextureBuffer(tldsOp.HandleOffset)) + if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QuerySamplerType(tldsOp.HandleOffset) == SamplerType.TextureBuffer) { type = SamplerType.TextureBuffer; flags &= ~TextureFlags.LodLevel; @@ -1306,8 +1306,6 @@ namespace Ryujinx.Graphics.Shader.Instructions // TODO: Validate and use property. Instruction inst = Instruction.TextureSize; - SamplerType type = SamplerType.Texture2D; - TextureFlags flags = bindless ? TextureFlags.Bindless : TextureFlags.None; int raIndex = op.Ra.Index; @@ -1347,6 +1345,17 @@ namespace Ryujinx.Graphics.Shader.Instructions int handle = !bindless ? op.HandleOffset : 0; + SamplerType type; + + if (bindless) + { + type = (op.ComponentMask & 4) != 0 ? SamplerType.Texture3D : SamplerType.Texture2D; + } + else + { + type = context.Config.GpuAccessor.QuerySamplerType(handle); + } + for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++) { if ((compMask & 1) != 0) @@ -1422,7 +1431,7 @@ namespace Ryujinx.Graphics.Shader.Instructions { // For bindless, we don't have any way to know the texture type, // so we assume it's texture buffer when the sampler type is 1D, since that's more common. - bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.HandleOffset); + bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QuerySamplerType(op.HandleOffset) == SamplerType.TextureBuffer; if (isTypeBuffer) { |
