JinxRyu/Ryujinx.Graphics.Gpu
riperiperi f0b00c1ae9
Fix TXQ for 3D textures. (#2613)
* 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.
2021-09-02 00:17:43 -03:00
..
Engine Handle indirect draw counts with non-zero draw starts properly (#2593) 2021-08-29 16:52:38 -03:00
Image Fix TXQ for 3D textures. (#2613) 2021-09-02 00:17:43 -03:00
Memory Handle indirect draw counts with non-zero draw starts properly (#2593) 2021-08-29 16:52:38 -03:00
Shader Fix TXQ for 3D textures. (#2613) 2021-09-02 00:17:43 -03:00
Synchronization Improved Logger (#1292) 2020-08-04 01:32:53 +02:00
ClassId.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
Constants.cs Improve linear texture compatibility rules (#2099) 2021-03-19 02:17:38 +01:00
GpuChannel.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
GpuContext.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
GraphicsConfig.cs Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) 2021-08-26 23:50:28 +02:00
Ryujinx.Graphics.Gpu.csproj infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Window.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00