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
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{
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class TextureOperation : Operation
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{
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public const int DefaultCbufSlot = -1;
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public SamplerType Type { get; set; }
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public TextureFormat Format { get; set; }
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public TextureFlags Flags { get; private set; }
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public int CbufSlot { get; private set; }
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public int Handle { get; private set; }
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public TextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle,
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int compIndex,
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Operand dest,
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Operand[] sources) : base(inst, compIndex, dest, sources)
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{
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Type = type;
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Format = format;
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Flags = flags;
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CbufSlot = cbufSlot;
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Handle = handle;
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}
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public TextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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Operand[] sources) : this(inst, type, format, flags, DefaultCbufSlot, handle, compIndex, dest, sources)
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{
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}
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public void TurnIntoIndexed(int handle)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Handle = handle;
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}
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public void SetHandle(int handle, int cbufSlot = DefaultCbufSlot)
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{
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if ((Flags & TextureFlags.Bindless) != 0)
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{
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Flags &= ~TextureFlags.Bindless;
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RemoveSource(0);
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}
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CbufSlot = cbufSlot;
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Handle = handle;
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}
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}
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} |