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.
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riperiperi 2021-09-02 04:17:43 +01:00 committed by GitHub
parent 142cededd4
commit f0b00c1ae9
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8 changed files with 60 additions and 18 deletions

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@ -119,14 +119,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
/// Queries texture target information.
/// Queries sampler type information.
/// </summary>
/// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>True if the texture is a buffer texture, false otherwise</returns>
public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
/// <returns>The sampler type value for the given handle</returns>
public SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer;
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
}
/// <summary>