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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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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@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.Shader.Translation
inst &= Instruction.Mask;
bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
bool accurateType = inst != Instruction.TextureSize && inst != Instruction.Lod;
bool accurateType = inst != Instruction.Lod;
if (isImage)
{