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.
This commit is contained in:
riperiperi 2021-09-02 04:17:43 +01:00 committed by GitHub
parent 142cededd4
commit f0b00c1ae9
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 60 additions and 18 deletions

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@ -1,4 +1,6 @@
namespace Ryujinx.Graphics.Shader
using Ryujinx.Graphics.Shader.Decoders;
namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
@ -79,9 +81,9 @@
return true;
}
bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return false;
return SamplerType.Texture2D;
}
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)