mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
f0b00c1ae9
* 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.
81 lines
No EOL
3.2 KiB
C#
81 lines
No EOL
3.2 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Shader;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture target.
|
|
/// </summary>
|
|
enum TextureTarget : byte
|
|
{
|
|
Texture1D,
|
|
Texture2D,
|
|
Texture3D,
|
|
Cubemap,
|
|
Texture1DArray,
|
|
Texture2DArray,
|
|
TextureBuffer,
|
|
Texture2DRect,
|
|
CubemapArray
|
|
}
|
|
|
|
static class TextureTargetConverter
|
|
{
|
|
/// <summary>
|
|
/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
|
|
/// </summary>
|
|
/// <param name="target">The target enum to convert</param>
|
|
/// <param name="isMultisample">True if the texture is a multisampled texture</param>
|
|
/// <returns>The host compatible texture target</returns>
|
|
public static Target Convert(this TextureTarget target, bool isMultisample)
|
|
{
|
|
if (isMultisample)
|
|
{
|
|
switch (target)
|
|
{
|
|
case TextureTarget.Texture2D: return Target.Texture2DMultisample;
|
|
case TextureTarget.Texture2DArray: return Target.Texture2DMultisampleArray;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (target)
|
|
{
|
|
case TextureTarget.Texture1D: return Target.Texture1D;
|
|
case TextureTarget.Texture2D: return Target.Texture2D;
|
|
case TextureTarget.Texture2DRect: return Target.Texture2D;
|
|
case TextureTarget.Texture3D: return Target.Texture3D;
|
|
case TextureTarget.Texture1DArray: return Target.Texture1DArray;
|
|
case TextureTarget.Texture2DArray: return Target.Texture2DArray;
|
|
case TextureTarget.Cubemap: return Target.Cubemap;
|
|
case TextureTarget.CubemapArray: return Target.CubemapArray;
|
|
case TextureTarget.TextureBuffer: return Target.TextureBuffer;
|
|
}
|
|
}
|
|
|
|
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
|
|
};
|
|
}
|
|
}
|
|
} |