diff options
author | riperiperi <rhy3756547@hotmail.com> | 2021-09-02 04:17:43 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-09-02 00:17:43 -0300 |
commit | f0b00c1ae92a2e8fdff9c532e7f2f79ad708b184 (patch) | |
tree | 76ac9ca16b6bf8dce852249993eb3486798000b7 /Ryujinx.Graphics.Gpu/Image/TextureTarget.cs | |
parent | 142cededd4db2ff4f83a4833580d343a4f0a8cde (diff) |
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureTarget.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureTarget.cs | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs b/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs index 1db758fc..5e0a0721 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs @@ -1,4 +1,5 @@ using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Image { @@ -54,5 +55,27 @@ namespace Ryujinx.Graphics.Gpu.Image return Target.Texture1D; } + + /// <summary> + /// Converts the texture target enum to a shader sampler type. + /// </summary> + /// <param name="target">The target enum to convert</param> + /// <returns>The shader sampler type</returns> + public static SamplerType ConvertSamplerType(this TextureTarget target) + { + return target switch + { + TextureTarget.Texture1D => SamplerType.Texture1D, + TextureTarget.Texture2D => SamplerType.Texture2D, + TextureTarget.Texture3D => SamplerType.Texture3D, + TextureTarget.Cubemap => SamplerType.TextureCube, + TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array, + TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array, + TextureTarget.TextureBuffer => SamplerType.TextureBuffer, + TextureTarget.Texture2DRect => SamplerType.Texture2D, + TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array, + _ => SamplerType.Texture2D + }; + } } }
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