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Fix adjacent 3d texture slices being detected as Incompatible Overlaps (#2993)
This fixes some regressions caused by #2971 which caused rendered 3D texture data to be lost for most slices. Fixes issues with Xenoblade 2's colour grading, probably a ton of other games. This also removes the check from TextureCache, making it the tiniest bit smaller (any win is a win here).
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2 changed files with 10 additions and 9 deletions
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@ -1382,9 +1382,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Determine if any of this texture's data overlaps with another.
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/// Determine if any of this texture's data overlaps with another.
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/// </summary>
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/// </summary>
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/// <param name="texture">The texture to check against</param>
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/// <param name="texture">The texture to check against</param>
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/// <param name="compatibility">The view compatibility of the two textures</param>
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/// <returns>True if any slice of the textures overlap, false otherwise</returns>
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/// <returns>True if any slice of the textures overlap, false otherwise</returns>
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public bool DataOverlaps(Texture texture)
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public bool DataOverlaps(Texture texture, TextureViewCompatibility compatibility)
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{
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{
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if (compatibility == TextureViewCompatibility.LayoutIncompatible && Info.GobBlocksInZ > 1 && Info.GobBlocksInZ == texture.Info.GobBlocksInZ)
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{
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// Allow overlapping slices of layout compatible 3D textures with matching GobBlocksInZ, as they are interleaved.
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return false;
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}
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if (texture._sizeInfo.AllOffsets.Length == 1 && _sizeInfo.AllOffsets.Length == 1)
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if (texture._sizeInfo.AllOffsets.Length == 1 && _sizeInfo.AllOffsets.Length == 1)
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{
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{
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return Range.OverlapsWith(texture.Range);
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return Range.OverlapsWith(texture.Range);
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@ -582,7 +582,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible)
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if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible)
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{
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{
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if (!overlap.IsView && texture.DataOverlaps(overlap))
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if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility))
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{
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{
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texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true);
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texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true);
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}
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}
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@ -657,7 +657,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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bool dataOverlaps = texture.DataOverlaps(overlap);
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bool dataOverlaps = texture.DataOverlaps(overlap, compatibility);
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if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group))
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if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group))
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{
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{
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@ -676,12 +676,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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continue;
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continue;
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}
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}
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if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
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{
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// Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
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continue;
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}
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// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
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// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
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// The texture group will obtain copy dependencies for any subresources that are compatible between the two textures,
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// The texture group will obtain copy dependencies for any subresources that are compatible between the two textures,
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// but sometimes its data must be flushed regardless.
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// but sometimes its data must be flushed regardless.
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