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>
This commit is contained in:
riperiperi 2021-05-19 19:05:43 +01:00 committed by GitHub
parent c805542b29
commit 0129250c2e
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 35 additions and 27 deletions

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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Shader.Translation
return count + 1;
}
public TextureFormat GetTextureFormat(int handle)
public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
{
// When the formatted load extension is supported, we don't need to
// specify a format, we can just declare it without a format and the GPU will handle it.
@ -100,7 +100,7 @@ namespace Ryujinx.Graphics.Shader.Translation
return TextureFormat.Unknown;
}
var format = GpuAccessor.QueryTextureFormat(handle);
var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (format == TextureFormat.Unknown)
{