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 | |
| 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')
5 files changed, 32 insertions, 13 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) 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) { diff --git a/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.cs b/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.cs index e80f9c11..ea9ae39c 100644 --- a/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.cs +++ b/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.cs @@ -4,7 +4,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation { public const int DefaultCbufSlot = -1; - public SamplerType Type { get; private set; } + public SamplerType Type { get; set; } public TextureFormat Format { get; set; } public TextureFlags Flags { get; private set; } diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs index 709668f4..e2f2b752 100644 --- a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs +++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs @@ -30,10 +30,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations texOp.Inst == Instruction.TextureSize) { Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block); + bool rewriteSamplerType = texOp.Inst == Instruction.TextureSize; if (bindlessHandle.Type == OperandType.ConstantBuffer) { - SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot()); + SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType); continue; } @@ -59,7 +60,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations config, texOp, src0.GetCbufOffset() | ((src1.GetCbufOffset() + 1) << 16), - src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16)); + src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16), + rewriteSamplerType); } else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore || @@ -81,15 +83,21 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot); } - SetHandle(config, texOp, cbufOffset, cbufSlot); + SetHandle(config, texOp, cbufOffset, cbufSlot, false); } } } } - private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot) + private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType) { texOp.SetHandle(cbufOffset, cbufSlot); + + if (rewriteSamplerType) + { + texOp.Type = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot); + } + config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset); } } diff --git a/Ryujinx.Graphics.Shader/Translation/ShaderConfig.cs b/Ryujinx.Graphics.Shader/Translation/ShaderConfig.cs index 7d3246db..72fa7733 100644 --- a/Ryujinx.Graphics.Shader/Translation/ShaderConfig.cs +++ b/Ryujinx.Graphics.Shader/Translation/ShaderConfig.cs @@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.Shader.Translation inst &= Instruction.Mask; bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic; bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic; - bool accurateType = inst != Instruction.TextureSize && inst != Instruction.Lod; + bool accurateType = inst != Instruction.Lod; if (isImage) { |
