Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex. Specifically fixes a random chance of full screen colour flickering in Super Mario Party. * Apply suggestions from code review Oops Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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10 changed files with 35 additions and 27 deletions
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@ -398,10 +398,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="state">The current GPU state</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="handle">The texture handle</param>
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/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
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{
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int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
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int packedId = ReadPackedId(stageIndex, handle, cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot);
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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