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.
64 lines
No EOL
1.7 KiB
C#
64 lines
No EOL
1.7 KiB
C#
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
|
{
|
|
class TextureOperation : Operation
|
|
{
|
|
public const int DefaultCbufSlot = -1;
|
|
|
|
public SamplerType Type { get; set; }
|
|
public TextureFormat Format { get; set; }
|
|
public TextureFlags Flags { get; private set; }
|
|
|
|
public int CbufSlot { get; private set; }
|
|
public int Handle { get; private set; }
|
|
|
|
public TextureOperation(
|
|
Instruction inst,
|
|
SamplerType type,
|
|
TextureFormat format,
|
|
TextureFlags flags,
|
|
int cbufSlot,
|
|
int handle,
|
|
int compIndex,
|
|
Operand dest,
|
|
Operand[] sources) : base(inst, compIndex, dest, sources)
|
|
{
|
|
Type = type;
|
|
Format = format;
|
|
Flags = flags;
|
|
CbufSlot = cbufSlot;
|
|
Handle = handle;
|
|
}
|
|
|
|
public TextureOperation(
|
|
Instruction inst,
|
|
SamplerType type,
|
|
TextureFormat format,
|
|
TextureFlags flags,
|
|
int handle,
|
|
int compIndex,
|
|
Operand dest,
|
|
Operand[] sources) : this(inst, type, format, flags, DefaultCbufSlot, handle, compIndex, dest, sources)
|
|
{
|
|
}
|
|
|
|
public void TurnIntoIndexed(int handle)
|
|
{
|
|
Type |= SamplerType.Indexed;
|
|
Flags &= ~TextureFlags.Bindless;
|
|
Handle = handle;
|
|
}
|
|
|
|
public void SetHandle(int handle, int cbufSlot = DefaultCbufSlot)
|
|
{
|
|
if ((Flags & TextureFlags.Bindless) != 0)
|
|
{
|
|
Flags &= ~TextureFlags.Bindless;
|
|
|
|
RemoveSource(0);
|
|
}
|
|
|
|
CbufSlot = cbufSlot;
|
|
Handle = handle;
|
|
}
|
|
}
|
|
} |