Stop identifying shader textures with handle and cbuf, use binding instead (#5266)
* Stop identifying shader textures with handle and cbuf, use binding instead * Remove now unused code * Consider image operations as having accurate type information too I don't know why that was not the case before * Fix missing unscale on InsertCoordNormalization, stop calling SetUsageFlagsForTextureQuery when not needed * Shader cache version bump * Change get texture methods to return descriptors created from ResourceManager state This is required to ensure that reserved textures and images will not be bound as a guest texture/image * Fix BindlessElimination.SetHandle inserting coords at the wrong place
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@ -222,8 +222,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType, bool isImage)
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{
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texOp.SetHandle(cbufOffset, cbufSlot);
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if (rewriteSamplerType)
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{
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SamplerType newType = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot);
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@ -234,7 +232,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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else if (texOp.Type == SamplerType.TextureBuffer && newType == SamplerType.Texture1D)
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{
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int coordsCount = 1;
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int coordsCount = 2;
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if (InstEmit.Sample1DAs2D)
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{
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@ -255,7 +253,15 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset);
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int binding = config.ResourceManager.GetTextureOrImageBinding(
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texOp.Inst,
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texOp.Type,
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texOp.Format,
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texOp.Flags & ~TextureFlags.Bindless,
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cbufSlot,
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cbufOffset);
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texOp.SetBinding(binding);
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}
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}
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}
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