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.
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8 changed files with 60 additions and 18 deletions
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@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool accurateType = inst != Instruction.TextureSize && inst != Instruction.Lod;
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bool accurateType = inst != Instruction.Lod;
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if (isImage)
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{
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