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>
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@ -398,10 +398,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="state">The current GPU state</param>
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/// <param name="state">The current GPU state</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="handle">The texture handle</param>
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/// <param name="handle">The texture handle</param>
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/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
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/// <returns>The texture descriptor for the specified texture</returns>
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
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{
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{
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int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
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int packedId = ReadPackedId(stageIndex, handle, cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot);
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int textureId = UnpackTextureId(packedId);
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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@ -340,10 +340,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
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public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
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{
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{
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return _cpBindingsManager.GetTextureDescriptor(state, 0, handle);
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return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
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}
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}
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/// <summary>
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/// <summary>
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@ -352,10 +353,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="state">Current GPU state</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
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/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
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{
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{
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
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}
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}
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/// <summary>
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/// <summary>
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@ -417,7 +417,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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{
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{
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foreach (int textureHandle in context.TextureHandlesForCache)
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foreach (int textureHandle in context.TextureHandlesForCache)
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{
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{
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GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache();
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GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache();
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textureDescriptor.Handle = (uint)textureHandle;
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textureDescriptor.Handle = (uint)textureHandle;
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@ -140,8 +140,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Gets the texture descriptor for a given texture on the pool.
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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/// <returns>Texture descriptor</returns>
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle)
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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{
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if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor))
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if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor))
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{
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{
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@ -184,16 +184,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Gets the texture descriptor for a given texture on the pool.
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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/// <returns>Texture descriptor</returns>
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle)
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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{
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if (_compute)
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if (_compute)
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{
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle);
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
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}
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}
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else
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else
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{
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
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}
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}
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}
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}
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@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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{
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public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
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public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
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public abstract ITextureDescriptor GetTextureDescriptor(int handle);
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public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
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/// <summary>
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// Queries texture format information, for shaders using image load or store.
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@ -18,10 +18,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// </remarks>
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/// </remarks>
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/// <param name="handle">Texture handle</param>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Color format of the non-compressed texture</returns>
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/// <returns>Color format of the non-compressed texture</returns>
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public TextureFormat QueryTextureFormat(int handle)
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public TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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{
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var descriptor = GetTextureDescriptor(handle);
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var descriptor = GetTextureDescriptor(handle, cbufSlot);
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if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
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if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
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{
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{
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@ -78,20 +79,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Queries texture target information.
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/// Queries texture target information.
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/// </summary>
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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public bool QueryIsTextureBuffer(int handle)
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public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
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{
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{
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return GetTextureDescriptor(handle).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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}
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/// <summary>
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/// <summary>
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/// Queries texture target information.
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/// Queries texture target information.
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/// </summary>
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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public bool QueryIsTextureRectangle(int handle)
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public bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
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{
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{
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var descriptor = GetTextureDescriptor(handle);
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var descriptor = GetTextureDescriptor(handle, cbufSlot);
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TextureTarget target = descriptor.UnpackTextureTarget();
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TextureTarget target = descriptor.UnpackTextureTarget();
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@ -44,12 +44,12 @@
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return 0xffff;
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return 0xffff;
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}
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}
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bool QueryIsTextureBuffer(int handle)
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bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
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{
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{
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return false;
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return false;
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}
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}
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bool QueryIsTextureRectangle(int handle)
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bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
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{
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{
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return false;
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return false;
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}
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}
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@ -74,7 +74,7 @@
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return true;
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return true;
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}
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}
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TextureFormat QueryTextureFormat(int handle)
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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{
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return TextureFormat.R8G8B8A8Unorm;
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return TextureFormat.R8G8B8A8Unorm;
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}
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}
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@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (src0.Type == OperandType.ConstantBuffer)
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if (src0.Type == OperandType.ConstantBuffer)
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{
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{
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texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
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texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
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texOp.Format = config.GetTextureFormat(texOp.Handle);
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texOp.Format = config.GetTextureFormat(texOp.Handle, texOp.CbufSlot);
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}
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}
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}
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}
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}
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}
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@ -142,7 +142,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
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bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
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bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle, texOp.CbufSlot);
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if (!(hasInvalidOffset || isRect))
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if (!(hasInvalidOffset || isRect))
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{
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{
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@ -433,7 +433,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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TextureOperation texOp = (TextureOperation)node.Value;
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TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
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TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot);
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int maxPositive = format switch
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int maxPositive = format switch
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{
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{
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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return count + 1;
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return count + 1;
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}
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}
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public TextureFormat GetTextureFormat(int handle)
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public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
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{
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{
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// When the formatted load extension is supported, we don't need to
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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// specify a format, we can just declare it without a format and the GPU will handle it.
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@ -100,7 +100,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return TextureFormat.Unknown;
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return TextureFormat.Unknown;
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}
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}
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var format = GpuAccessor.QueryTextureFormat(handle);
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (format == TextureFormat.Unknown)
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if (format == TextureFormat.Unknown)
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{
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{
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