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-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs54
1 files changed, 17 insertions, 37 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
index dff32dc6..5862ea71 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
@@ -14,12 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Image
private const int InitialTextureStateSize = 32;
private const int InitialImageStateSize = 8;
- private const int HandleHigh = 16;
- private const int HandleMask = (1 << HandleHigh) - 1;
-
- private const int SlotHigh = 16;
- private const int SlotMask = (1 << SlotHigh) - 1;
-
private readonly GpuContext _context;
private readonly bool _isCompute;
@@ -348,19 +342,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
- int textureBufferIndex;
- int samplerBufferIndex;
-
- if (bindingInfo.CbufSlot < 0)
- {
- textureBufferIndex = _textureBufferIndex;
- samplerBufferIndex = textureBufferIndex;
- }
- else
- {
- textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
- samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
- }
+ (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
@@ -440,19 +422,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
- int textureBufferIndex;
- int samplerBufferIndex;
-
- if (bindingInfo.CbufSlot < 0)
- {
- textureBufferIndex = _textureBufferIndex;
- samplerBufferIndex = textureBufferIndex;
- }
- else
- {
- textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
- samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
- }
+ (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
@@ -522,8 +492,9 @@ namespace Ryujinx.Graphics.Gpu.Image
int handle,
int cbufSlot)
{
- int textureBufferIndex = cbufSlot < 0 ? bufferIndex : cbufSlot & SlotMask;
- int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, textureBufferIndex);
+ (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
+
+ int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
@@ -544,11 +515,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
+ (int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
+
ulong textureBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
- int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (ulong)(wordOffset & HandleMask) * 4);
+ int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
@@ -556,13 +529,20 @@ namespace Ryujinx.Graphics.Gpu.Image
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
- if (wordOffset >> HandleHigh != 0)
+ if (handleType != TextureHandleType.CombinedSampler)
{
ulong samplerBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
- handle |= _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (ulong)((wordOffset >> HandleHigh) - 1) * 4);
+ int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
+
+ if (handleType == TextureHandleType.SeparateSamplerId)
+ {
+ samplerHandle <<= 20;
+ }
+
+ handle |= samplerHandle;
}
return handle;