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Ensure texture ID is valid before getting texture descriptor (#3406)
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@ -101,6 +101,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The GPU resource with the given ID</returns>
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public abstract T1 Get(int id);
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/// <summary>
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/// Checks if a given ID is valid and inside the range of the pool.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>True if the specified ID is valid, false otherwise</returns>
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public bool IsValidId(int id)
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{
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return (uint)id <= MaximumId;
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}
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/// <summary>
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/// Synchronizes host memory with guest memory.
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/// This causes invalidation of pool entries,
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@ -738,7 +738,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
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return texturePool.GetDescriptor(textureId);
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TextureDescriptor descriptor;
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if (texturePool.IsValidId(textureId))
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{
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descriptor = texturePool.GetDescriptor(textureId);
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}
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else
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{
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// If the ID is not valid, we just return a default descriptor with the most common state.
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// Since this is used for shader specialization, doing so might avoid the need for recompilations.
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descriptor = new TextureDescriptor();
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descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
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descriptor.Word5 |= 1u << 31; // Coords normalized.
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}
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return descriptor;
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}
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/// <summary>
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@ -241,25 +241,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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return (TextureMsaaMode)((Word7 >> 8) & 0xf);
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}
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/// <summary>
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/// Create the equivalent of this TextureDescriptor for the shader cache.
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/// </summary>
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/// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns>
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public GuestTextureDescriptor ToCache()
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{
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GuestTextureDescriptor result = new GuestTextureDescriptor
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{
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Handle = uint.MaxValue,
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Format = UnpackFormat(),
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Target = UnpackTextureTarget(),
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IsSrgb = UnpackSrgb(),
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IsTextureCoordNormalized = UnpackTextureCoordNormalized(),
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};
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return result;
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}
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/// <summary>
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/// Check if two descriptors are equal.
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/// </summary>
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@ -579,14 +579,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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textureKey.StageIndex);
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int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
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int textureId = TextureHandle.UnpackTextureId(packedId);
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ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
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if (!MatchesTexture(kv.Value, descriptor))
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if (pool.IsValidId(textureId))
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{
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return false;
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ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
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if (!MatchesTexture(kv.Value, descriptor))
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{
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return false;
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}
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}
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}
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}
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