Add scaling for Texture2DArray when using TexelFetch. (#1645)
* Add scaling for Texture2DArray when using TexelFetch. * Should only really trigger for Texture2D. (do not emit texelfetch for TextureBufferArray(?) and Texture1DArray) * Address nit.
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1 changed files with 16 additions and 11 deletions
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@ -407,20 +407,25 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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if ((context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute) &&
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(texOp.Flags & TextureFlags.Bindless) == 0 &&
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texOp.Type != SamplerType.Indexed &&
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pCount == 2)
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texOp.Type != SamplerType.Indexed)
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{
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return "Helper_TexelFetchScale(" + vector + ", " + index + ")";
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if (pCount == 3 && isArray)
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{
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// The array index is not scaled, just x and y.
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return "ivec3(Helper_TexelFetchScale((" + vector + ").xy, " + index + "), (" + vector + ").z)";
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}
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else if (pCount == 2 && !isArray)
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{
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return "Helper_TexelFetchScale(" + vector + ", " + index + ")";
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}
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}
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else
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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TextureDescriptor descriptor = context.TextureDescriptors[index];
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descriptor.Flags |= TextureUsageFlags.ResScaleUnsupported;
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context.TextureDescriptors[index] = descriptor;
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}
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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TextureDescriptor descriptor = context.TextureDescriptors[index];
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descriptor.Flags |= TextureUsageFlags.ResScaleUnsupported;
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context.TextureDescriptors[index] = descriptor;
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}
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return vector;
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