Allow bindless textures with handles from unbound constant buffer (#3706)
This commit is contained in:
parent
6f0395538b
commit
0cb1e926b5
2 changed files with 8 additions and 4 deletions
|
@ -806,7 +806,9 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
|
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
|
||||||
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
||||||
|
|
||||||
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
|
int handle = textureBufferAddress != 0
|
||||||
|
? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4)
|
||||||
|
: 0;
|
||||||
|
|
||||||
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
||||||
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
||||||
|
@ -824,7 +826,9 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
||||||
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
||||||
|
|
||||||
samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
|
samplerHandle = samplerBufferAddress != 0
|
||||||
|
? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4)
|
||||||
|
: 0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Shader
|
||||||
{
|
{
|
||||||
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
|
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
|
||||||
|
|
||||||
int handle = cachedTextureBuffer[textureWordOffset];
|
int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0;
|
||||||
|
|
||||||
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
||||||
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
||||||
|
@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Shader
|
||||||
|
|
||||||
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
|
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
|
||||||
{
|
{
|
||||||
samplerHandle = cachedSamplerBuffer[samplerWordOffset];
|
samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue