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
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 35 additions and 27 deletions

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@ -398,10 +398,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="state">The current GPU state</param> /// <param name="state">The current GPU state</param>
/// <param name="stageIndex">The stage number where the texture is bound</param> /// <param name="stageIndex">The stage number where the texture is bound</param>
/// <param name="handle">The texture handle</param> /// <param name="handle">The texture handle</param>
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
/// <returns>The texture descriptor for the specified texture</returns> /// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle) public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
{ {
int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex)); int packedId = ReadPackedId(stageIndex, handle, cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot);
int textureId = UnpackTextureId(packedId); int textureId = UnpackTextureId(packedId);
var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState); var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);

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@ -340,10 +340,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary> /// </summary>
/// <param name="state">Current GPU state</param> /// <param name="state">Current GPU state</param>
/// <param name="handle">Shader "fake" handle of the texture</param> /// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns> /// <returns>The texture descriptor</returns>
public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle) public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
{ {
return _cpBindingsManager.GetTextureDescriptor(state, 0, handle); return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
} }
/// <summary> /// <summary>
@ -352,10 +353,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="state">Current GPU state</param> /// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage where the texture is bound</param> /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
/// <param name="handle">Shader "fake" handle of the texture</param> /// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns> /// <returns>The texture descriptor</returns>
public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle) public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
{ {
return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle); return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
} }
/// <summary> /// <summary>

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@ -417,7 +417,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
{ {
foreach (int textureHandle in context.TextureHandlesForCache) foreach (int textureHandle in context.TextureHandlesForCache)
{ {
GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache(); GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache();
textureDescriptor.Handle = (uint)textureHandle; textureDescriptor.Handle = (uint)textureHandle;

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@ -140,8 +140,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Gets the texture descriptor for a given texture on the pool. /// Gets the texture descriptor for a given texture on the pool.
/// </summary> /// </summary>
/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param> /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Texture descriptor</returns> /// <returns>Texture descriptor</returns>
public override Image.ITextureDescriptor GetTextureDescriptor(int handle) public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
{ {
if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor)) if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor))
{ {

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@ -184,16 +184,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Gets the texture descriptor for a given texture on the pool. /// Gets the texture descriptor for a given texture on the pool.
/// </summary> /// </summary>
/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param> /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Texture descriptor</returns> /// <returns>Texture descriptor</returns>
public override Image.ITextureDescriptor GetTextureDescriptor(int handle) public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
{ {
if (_compute) if (_compute)
{ {
return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle); return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
} }
else else
{ {
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle); return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
} }
} }

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@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{ {
public abstract T MemoryRead<T>(ulong address) where T : unmanaged; public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
public abstract ITextureDescriptor GetTextureDescriptor(int handle); public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
/// <summary> /// <summary>
/// Queries texture format information, for shaders using image load or store. /// Queries texture format information, for shaders using image load or store.
@ -18,10 +18,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned. /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
/// </remarks> /// </remarks>
/// <param name="handle">Texture handle</param> /// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Color format of the non-compressed texture</returns> /// <returns>Color format of the non-compressed texture</returns>
public TextureFormat QueryTextureFormat(int handle) public TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{ {
var descriptor = GetTextureDescriptor(handle); var descriptor = GetTextureDescriptor(handle, cbufSlot);
if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo)) if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
{ {
@ -78,20 +79,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Queries texture target information. /// Queries texture target information.
/// </summary> /// </summary>
/// <param name="handle">Texture handle</param> /// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>True if the texture is a buffer texture, false otherwise</returns> /// <returns>True if the texture is a buffer texture, false otherwise</returns>
public bool QueryIsTextureBuffer(int handle) public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
{ {
return GetTextureDescriptor(handle).UnpackTextureTarget() == TextureTarget.TextureBuffer; return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer;
} }
/// <summary> /// <summary>
/// Queries texture target information. /// Queries texture target information.
/// </summary> /// </summary>
/// <param name="handle">Texture handle</param> /// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>True if the texture is a rectangle texture, false otherwise</returns> /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
public bool QueryIsTextureRectangle(int handle) public bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
{ {
var descriptor = GetTextureDescriptor(handle); var descriptor = GetTextureDescriptor(handle, cbufSlot);
TextureTarget target = descriptor.UnpackTextureTarget(); TextureTarget target = descriptor.UnpackTextureTarget();

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@ -44,12 +44,12 @@
return 0xffff; return 0xffff;
} }
bool QueryIsTextureBuffer(int handle) bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
{ {
return false; return false;
} }
bool QueryIsTextureRectangle(int handle) bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
{ {
return false; return false;
} }
@ -74,7 +74,7 @@
return true; return true;
} }
TextureFormat QueryTextureFormat(int handle) TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{ {
return TextureFormat.R8G8B8A8Unorm; return TextureFormat.R8G8B8A8Unorm;
} }

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@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
if (src0.Type == OperandType.ConstantBuffer) if (src0.Type == OperandType.ConstantBuffer)
{ {
texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot()); texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
texOp.Format = config.GetTextureFormat(texOp.Handle); texOp.Format = config.GetTextureFormat(texOp.Handle, texOp.CbufSlot);
} }
} }
} }

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@ -142,7 +142,7 @@ namespace Ryujinx.Graphics.Shader.Translation
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset(); bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle); bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle, texOp.CbufSlot);
if (!(hasInvalidOffset || isRect)) if (!(hasInvalidOffset || isRect))
{ {
@ -433,7 +433,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{ {
TextureOperation texOp = (TextureOperation)node.Value; TextureOperation texOp = (TextureOperation)node.Value;
TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle); TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot);
int maxPositive = format switch int maxPositive = format switch
{ {

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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Shader.Translation
return count + 1; 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 // 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. // 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; return TextureFormat.Unknown;
} }
var format = GpuAccessor.QueryTextureFormat(handle); var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (format == TextureFormat.Unknown) if (format == TextureFormat.Unknown)
{ {