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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@ -1,4 +1,6 @@
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namespace Ryujinx.Graphics.Shader
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using Ryujinx.Graphics.Shader.Decoders;
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namespace Ryujinx.Graphics.Shader
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{
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public interface IGpuAccessor
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{
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@ -79,9 +81,9 @@
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return true;
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}
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bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
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SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
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{
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return false;
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return SamplerType.Texture2D;
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}
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bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
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