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Allow bindless textures with handles from unbound constant buffer (#3706)
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2 changed files with 8 additions and 4 deletions
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@ -806,7 +806,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
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? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
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int handle = textureBufferAddress != 0
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? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4)
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: 0;
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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@ -824,7 +826,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
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? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
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samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
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samplerHandle = samplerBufferAddress != 0
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? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4)
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: 0;
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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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@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Shader
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{
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{
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
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int handle = cachedTextureBuffer[textureWordOffset];
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int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0;
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Shader
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if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
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if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
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{
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{
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samplerHandle = cachedSamplerBuffer[samplerWordOffset];
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samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0;
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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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