Implement buffer texture alignment

This commit is contained in:
gdkchan
2026-08-29 17:43:26 -05:00
committed by KeatonTheBot
parent 473b92136c
commit a289a05055
9 changed files with 238 additions and 5 deletions
+10 -2
View File
@@ -24,6 +24,7 @@ namespace Ryujinx.Graphics.Shader
RenderScale,
TfeOffset,
TfeVertexCount,
BufferTextureOffset,
}
public struct SupportBuffer
@@ -42,10 +43,13 @@ namespace Ryujinx.Graphics.Shader
public static readonly int ComputeRenderScaleOffset;
public static readonly int TfeOffsetOffset;
public static readonly int TfeVertexCountOffset;
public static readonly int BufferTextureOffsetOffset;
public const int FragmentIsBgraCount = 8;
public const int TextureCount = 64;
// One for the render target, 64 for the textures, and 8 for the images.
public const int RenderScaleMaxCount = 1 + 64 + 8;
public const int RenderScaleMaxCount = 1 + TextureCount + 8;
private static int OffsetOf<T>(ref SupportBuffer storage, ref T target)
{
@@ -68,6 +72,7 @@ namespace Ryujinx.Graphics.Shader
ComputeRenderScaleOffset = GraphicsRenderScaleOffset + FieldSize;
TfeOffsetOffset = OffsetOf(ref instance, ref instance.TfeOffset);
TfeVertexCountOffset = OffsetOf(ref instance, ref instance.TfeVertexCount);
BufferTextureOffsetOffset = OffsetOf(ref instance, ref instance.BufferTextureOffset);
}
internal static StructureType GetStructureType()
@@ -80,7 +85,8 @@ namespace Ryujinx.Graphics.Shader
new StructureField(AggregateType.S32, "frag_scale_count"),
new StructureField(AggregateType.Array | AggregateType.FP32, "render_scale", RenderScaleMaxCount),
new StructureField(AggregateType.Vector4 | AggregateType.S32, "tfe_offset"),
new StructureField(AggregateType.S32, "tfe_vertex_count")
new StructureField(AggregateType.S32, "tfe_vertex_count"),
new StructureField(AggregateType.Array | AggregateType.Vector2 | AggregateType.S32, "buffer_texture_offset")
]);
}
@@ -95,5 +101,7 @@ namespace Ryujinx.Graphics.Shader
public Vector4<int> TfeOffset;
public Vector4<int> TfeVertexCount;
public Array5<Array64<Vector4<int>>> BufferTextureOffset;
}
}