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.
This commit is contained in:
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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@ -1,4 +1,5 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
@ -54,5 +55,27 @@ namespace Ryujinx.Graphics.Gpu.Image
return Target.Texture1D;
}
/// <summary>
/// Converts the texture target enum to a shader sampler type.
/// </summary>
/// <param name="target">The target enum to convert</param>
/// <returns>The shader sampler type</returns>
public static SamplerType ConvertSamplerType(this TextureTarget target)
{
return target switch
{
TextureTarget.Texture1D => SamplerType.Texture1D,
TextureTarget.Texture2D => SamplerType.Texture2D,
TextureTarget.Texture3D => SamplerType.Texture3D,
TextureTarget.Cubemap => SamplerType.TextureCube,
TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
TextureTarget.Texture2DRect => SamplerType.Texture2D,
TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
_ => SamplerType.Texture2D
};
}
}
}

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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2092;
private const ulong ShaderCodeGenVersion = 2613;
// Progress reporting helpers
private volatile int _shaderCount;

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@ -119,14 +119,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
/// Queries texture target information.
/// Queries sampler type information.
/// </summary>
/// <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>
public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
/// <returns>The sampler type value for the given handle</returns>
public SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer;
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
}
/// <summary>

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

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@ -697,7 +697,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
flags = ConvertTextureFlags(tldsOp.Target) | TextureFlags.IntCoords;
if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QueryIsTextureBuffer(tldsOp.HandleOffset))
if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QuerySamplerType(tldsOp.HandleOffset) == SamplerType.TextureBuffer)
{
type = SamplerType.TextureBuffer;
flags &= ~TextureFlags.LodLevel;
@ -1306,8 +1306,6 @@ namespace Ryujinx.Graphics.Shader.Instructions
// TODO: Validate and use property.
Instruction inst = Instruction.TextureSize;
SamplerType type = SamplerType.Texture2D;
TextureFlags flags = bindless ? TextureFlags.Bindless : TextureFlags.None;
int raIndex = op.Ra.Index;
@ -1347,6 +1345,17 @@ namespace Ryujinx.Graphics.Shader.Instructions
int handle = !bindless ? op.HandleOffset : 0;
SamplerType type;
if (bindless)
{
type = (op.ComponentMask & 4) != 0 ? SamplerType.Texture3D : SamplerType.Texture2D;
}
else
{
type = context.Config.GpuAccessor.QuerySamplerType(handle);
}
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
if ((compMask & 1) != 0)
@ -1422,7 +1431,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
// For bindless, we don't have any way to know the texture type,
// so we assume it's texture buffer when the sampler type is 1D, since that's more common.
bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.HandleOffset);
bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QuerySamplerType(op.HandleOffset) == SamplerType.TextureBuffer;
if (isTypeBuffer)
{

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@ -4,7 +4,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{
public const int DefaultCbufSlot = -1;
public SamplerType Type { get; private set; }
public SamplerType Type { get; set; }
public TextureFormat Format { get; set; }
public TextureFlags Flags { get; private set; }

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@ -30,10 +30,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
texOp.Inst == Instruction.TextureSize)
{
Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
bool rewriteSamplerType = texOp.Inst == Instruction.TextureSize;
if (bindlessHandle.Type == OperandType.ConstantBuffer)
{
SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot());
SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType);
continue;
}
@ -59,7 +60,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
config,
texOp,
src0.GetCbufOffset() | ((src1.GetCbufOffset() + 1) << 16),
src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16));
src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16),
rewriteSamplerType);
}
else if (texOp.Inst == Instruction.ImageLoad ||
texOp.Inst == Instruction.ImageStore ||
@ -81,15 +83,21 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot);
}
SetHandle(config, texOp, cbufOffset, cbufSlot);
SetHandle(config, texOp, cbufOffset, cbufSlot, false);
}
}
}
}
private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot)
private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType)
{
texOp.SetHandle(cbufOffset, cbufSlot);
if (rewriteSamplerType)
{
texOp.Type = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot);
}
config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset);
}
}

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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)
{