Commit graph

6 commits

Author SHA1 Message Date
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
gdkchan
3148c0c21c
Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor

* Shader cache version bump
2021-08-11 18:56:59 -03:00
gdkchan
c3e2646f9e
Workaround for Intel FrontFacing built-in variable bug (#2540) 2021-08-11 23:01:06 +02:00
riperiperi
0129250c2e
Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor

Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.

Specifically fixes a random chance of full screen colour flickering in Super Mario Party.

* Apply suggestions from code review

Oops

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-19 20:05:43 +02:00
Mary
383c039037
shader cache: Fix invalid virtual address clean up (#1717)
* shader cache: Fix invalid virtual address clean up

This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.

This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.

**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**

* shader cache: Address gdk's comment
2020-11-17 22:20:17 +01:00
Mary
48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00