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Change image format view handling to allow view incompatible formats (#7311)
* Allow creating texture aliases on texture pool * Delete old image format override code * New format incompatible alias * Missing bounds check * GetForBinding now takes FormatInfo * Make FormatInfo struct more compact
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@@ -509,7 +509,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (binding.IsImage)
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{
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_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture, binding.Format);
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_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture);
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}
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else
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{
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@@ -873,12 +873,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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Format format,
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bool isImage)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
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_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage));
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}
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/// <summary>
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@@ -897,12 +896,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index,
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Format format)
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int index)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
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_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index));
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}
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/// <summary>
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@@ -921,12 +919,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index,
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Format format)
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int index)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
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_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
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_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index));
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}
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/// <summary>
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