Fix image binding format (#1625)

* Fix image binding format

* XML doc
This commit is contained in:
gdkchan 2020-10-20 19:03:20 -03:00 committed by GitHub
parent 08332bdc04
commit 2dcc6333f8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
14 changed files with 223 additions and 89 deletions

View file

@ -897,19 +897,6 @@ namespace Ryujinx.Graphics.Gpu.Image
Info.SamplesInY == info.SamplesInY) ? result : TextureViewCompatibility.Incompatible;
}
/// <summary>
/// Checks if the view format is compatible with this texture format.
/// In general, the formats are considered compatible if the bytes per pixel values are equal,
/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
/// This follows the host API copy compatibility rules.
/// </summary>
/// <param name="info">Texture information of the texture view</param>
/// <returns>True if the formats are compatible, false otherwise</returns>
private bool ViewFormatCompatible(TextureInfo info)
{
return TextureCompatibility.FormatCompatible(Info.FormatInfo, info.FormatInfo);
}
/// <summary>
/// Gets a texture of the specified target type from this texture.
/// This can be used to get an array texture from a non-array texture and vice-versa.

View file

@ -14,6 +14,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public Target Target { get; }
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
/// <summary>
/// Shader texture handle.
/// This is an index into the texture constant buffer.
@ -47,11 +52,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="format">Format of the image as declared on the shader</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags)
public TextureBindingInfo(Target target, Format format, int handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
Handle = handle;
IsBindless = false;
@ -62,6 +69,16 @@ namespace Ryujinx.Graphics.Gpu.Image
Flags = flags;
}
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags) : this(target, (Format)0, handle, flags)
{
}
/// <summary>
/// Constructs the bindless texture binding information structure.
/// </summary>
@ -72,6 +89,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
{
Target = target;
Format = 0;
Handle = 0;
IsBindless = true;

View file

@ -302,7 +302,14 @@ namespace Ryujinx.Graphics.Gpu.Image
{
_imageState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
Format format = binding.Format;
if (format == 0)
{
format = texture.Format;
}
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture, format);
}
}
}