rjx-mirror/Ryujinx.Graphics.Shader/IGpuAccessor.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

109 lines
2.1 KiB
C#

using Ryujinx.Graphics.Shader.Decoders;
namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
void Log(string message)
{
// No default log output.
}
uint ConstantBuffer1Read(int offset)
{
return 0;
}
T MemoryRead<T>(ulong address) where T : unmanaged;
bool MemoryMapped(ulong address)
{
return true;
}
int QueryComputeLocalSizeX()
{
return 1;
}
int QueryComputeLocalSizeY()
{
return 1;
}
int QueryComputeLocalSizeZ()
{
return 1;
}
int QueryComputeLocalMemorySize()
{
return 0x1000;
}
int QueryComputeSharedMemorySize()
{
return 0xc000;
}
uint QueryConstantBufferUse()
{
return 0;
}
bool QueryHostHasFrontFacingBug()
{
return false;
}
bool QueryHostHasVectorIndexingBug()
{
return false;
}
int QueryHostStorageBufferOffsetAlignment()
{
return 16;
}
bool QueryHostSupportsImageLoadFormatted()
{
return true;
}
bool QueryHostSupportsNonConstantTextureOffset()
{
return true;
}
bool QueryHostSupportsTextureShadowLod()
{
return true;
}
SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return SamplerType.Texture2D;
}
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
{
return false;
}
InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{
return TextureFormat.R8G8B8A8Unorm;
}
bool QueryEarlyZForce()
{
return false;
}
}
}