parent
08332bdc04
commit
2dcc6333f8
14 changed files with 223 additions and 89 deletions
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@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Textures[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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@ -148,9 +148,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Images[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetComputeImages(imageBindings);
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@ -1014,7 +1014,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Textures[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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@ -1034,9 +1034,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Images[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetGraphicsImages(stage, imageBindings);
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@ -1096,53 +1097,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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private static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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case SamplerType.Texture1D:
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return Target.Texture1D;
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case SamplerType.TextureBuffer:
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return Target.TextureBuffer;
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case SamplerType.Texture1D | SamplerType.Array:
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return Target.Texture1DArray;
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case SamplerType.Texture2D:
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return Target.Texture2D;
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case SamplerType.Texture2D | SamplerType.Array:
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return Target.Texture2DArray;
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case SamplerType.Texture2D | SamplerType.Multisample:
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return Target.Texture2DMultisample;
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case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
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return Target.Texture2DMultisampleArray;
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case SamplerType.Texture3D:
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return Target.Texture3D;
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case SamplerType.TextureCube:
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return Target.Cubemap;
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case SamplerType.TextureCube | SamplerType.Array:
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return Target.CubemapArray;
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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111
Ryujinx.Graphics.Gpu/Engine/ShaderTexture.cs
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111
Ryujinx.Graphics.Gpu/Engine/ShaderTexture.cs
Normal file
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@ -0,0 +1,111 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// Shader texture properties conversion methods.
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/// </summary>
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static class ShaderTexture
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{
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/// <summary>
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/// Gets a texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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public static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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case SamplerType.Texture1D:
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return Target.Texture1D;
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case SamplerType.TextureBuffer:
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return Target.TextureBuffer;
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case SamplerType.Texture1D | SamplerType.Array:
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return Target.Texture1DArray;
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case SamplerType.Texture2D:
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return Target.Texture2D;
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case SamplerType.Texture2D | SamplerType.Array:
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return Target.Texture2DArray;
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case SamplerType.Texture2D | SamplerType.Multisample:
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return Target.Texture2DMultisample;
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case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
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return Target.Texture2DMultisampleArray;
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case SamplerType.Texture3D:
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return Target.Texture3D;
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case SamplerType.TextureCube:
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return Target.Cubemap;
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case SamplerType.TextureCube | SamplerType.Array:
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return Target.CubemapArray;
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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/// <summary>
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/// Gets a texture format from a shader image format.
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/// </summary>
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/// <param name="format">Shader image format</param>
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/// <returns>Texture format</returns>
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public static Format GetFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8Unorm => Format.R8Unorm,
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TextureFormat.R8Snorm => Format.R8Snorm,
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TextureFormat.R8Uint => Format.R8Uint,
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TextureFormat.R8Sint => Format.R8Sint,
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TextureFormat.R16Float => Format.R16Float,
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TextureFormat.R16Unorm => Format.R16Unorm,
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TextureFormat.R16Snorm => Format.R16Snorm,
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TextureFormat.R16Uint => Format.R16Uint,
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TextureFormat.R16Sint => Format.R16Sint,
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TextureFormat.R32Float => Format.R32Float,
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TextureFormat.R32Uint => Format.R32Uint,
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TextureFormat.R32Sint => Format.R32Sint,
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TextureFormat.R8G8Unorm => Format.R8G8Unorm,
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TextureFormat.R8G8Snorm => Format.R8G8Snorm,
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TextureFormat.R8G8Uint => Format.R8G8Uint,
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TextureFormat.R8G8Sint => Format.R8G8Sint,
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TextureFormat.R16G16Float => Format.R16G16Float,
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TextureFormat.R16G16Unorm => Format.R16G16Unorm,
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TextureFormat.R16G16Snorm => Format.R16G16Snorm,
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TextureFormat.R16G16Uint => Format.R16G16Uint,
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TextureFormat.R16G16Sint => Format.R16G16Sint,
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TextureFormat.R32G32Float => Format.R32G32Float,
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TextureFormat.R32G32Uint => Format.R32G32Uint,
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TextureFormat.R32G32Sint => Format.R32G32Sint,
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TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
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TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
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TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
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TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
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TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
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TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
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TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
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TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
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TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
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TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
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TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
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TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
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TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
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TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
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TextureFormat.R11G11B10Float => Format.R11G11B10Float,
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_ => 0
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};
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}
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}
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}
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