Change image format view handling to allow view incompatible formats (#7311)

* Allow creating texture aliases on texture pool

* Delete old image format override code

* New format incompatible alias

* Missing bounds check

* GetForBinding now takes FormatInfo

* Make FormatInfo struct more compact
This commit is contained in:
gdkchan 2024-09-17 15:52:30 -03:00 committed by GitHub
parent ccf96bf5e6
commit eb8132b627
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GPG key ID: B5690EEEBB952194
31 changed files with 294 additions and 279 deletions

View file

@ -509,7 +509,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (binding.IsImage)
{
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture, binding.Format);
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture);
}
else
{
@ -873,12 +873,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage));
}
/// <summary>
@ -897,12 +896,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index));
}
/// <summary>
@ -921,12 +919,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index));
}
/// <summary>

View file

@ -34,33 +34,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public int Index { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Create a new buffer texture binding.
/// </summary>
/// <param name="array">Array</param>
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="index">Index of the binding on the array</param>
/// <param name="format">Binding format</param>
public BufferTextureArrayBinding(
T array,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
Array = array;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Index = index;
Format = format;
}
}
}

View file

@ -30,11 +30,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public TextureBindingInfo BindingInfo { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Whether the binding is for an image or a sampler.
/// </summary>
@ -47,21 +42,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="format">Binding format</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public BufferTextureBinding(
ShaderStage stage,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
Stage = stage;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}
}