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jinx/Ryujinx.Graphics.Shader/IntermediateRepresentation/TextureOperation.cs
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

64 lines
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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;
}
}
}