parent
08332bdc04
commit
2dcc6333f8
14 changed files with 223 additions and 89 deletions
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@ -1014,7 +1014,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Textures[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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@ -1034,9 +1034,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Images[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetGraphicsImages(stage, imageBindings);
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@ -1096,53 +1097,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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private static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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case SamplerType.Texture1D:
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return Target.Texture1D;
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case SamplerType.TextureBuffer:
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return Target.TextureBuffer;
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case SamplerType.Texture1D | SamplerType.Array:
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return Target.Texture1DArray;
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case SamplerType.Texture2D:
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return Target.Texture2D;
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case SamplerType.Texture2D | SamplerType.Array:
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return Target.Texture2DArray;
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case SamplerType.Texture2D | SamplerType.Multisample:
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return Target.Texture2DMultisample;
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case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
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return Target.Texture2DMultisampleArray;
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case SamplerType.Texture3D:
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return Target.Texture3D;
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case SamplerType.TextureCube:
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return Target.Cubemap;
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case SamplerType.TextureCube | SamplerType.Array:
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return Target.CubemapArray;
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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