mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 02:06:55 +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;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture target.
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/// </summary>
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enum TextureTarget : byte
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{
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Texture1D,
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Texture2D,
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Texture3D,
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Cubemap,
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Texture1DArray,
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Texture2DArray,
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TextureBuffer,
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Texture2DRect,
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CubemapArray
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}
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static class TextureTargetConverter
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{
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/// <summary>
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/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
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/// </summary>
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/// <param name="target">The target enum to convert</param>
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/// <param name="isMultisample">True if the texture is a multisampled texture</param>
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/// <returns>The host compatible texture target</returns>
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public static Target Convert(this TextureTarget target, bool isMultisample)
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{
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if (isMultisample)
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{
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switch (target)
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{
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case TextureTarget.Texture2D: return Target.Texture2DMultisample;
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case TextureTarget.Texture2DArray: return Target.Texture2DMultisampleArray;
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}
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}
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else
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{
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switch (target)
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{
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case TextureTarget.Texture1D: return Target.Texture1D;
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case TextureTarget.Texture2D: return Target.Texture2D;
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case TextureTarget.Texture2DRect: return Target.Texture2D;
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case TextureTarget.Texture3D: return Target.Texture3D;
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case TextureTarget.Texture1DArray: return Target.Texture1DArray;
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case TextureTarget.Texture2DArray: return Target.Texture2DArray;
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case TextureTarget.Cubemap: return Target.Cubemap;
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case TextureTarget.CubemapArray: return Target.CubemapArray;
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case TextureTarget.TextureBuffer: return Target.TextureBuffer;
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}
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}
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return Target.Texture1D;
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}
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/// <summary>
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/// Converts the texture target enum to a shader sampler type.
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/// </summary>
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/// <param name="target">The target enum to convert</param>
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/// <returns>The shader sampler type</returns>
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public static SamplerType ConvertSamplerType(this TextureTarget target)
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{
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return target switch
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{
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TextureTarget.Texture1D => SamplerType.Texture1D,
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TextureTarget.Texture2D => SamplerType.Texture2D,
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TextureTarget.Texture3D => SamplerType.Texture3D,
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TextureTarget.Cubemap => SamplerType.TextureCube,
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TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
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TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
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TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
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TextureTarget.Texture2DRect => SamplerType.Texture2D,
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TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
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_ => SamplerType.Texture2D
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};
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}
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}
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} |