|
|
|
@ -128,6 +128,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
|
|
|
|
|
params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format));
|
|
|
|
|
params.unaligned_height = config.tic.Height();
|
|
|
|
|
params.target = SurfaceTargetFromTextureType(config.tic.texture_type);
|
|
|
|
|
params.identity = SurfaceClass::Uploaded;
|
|
|
|
|
|
|
|
|
|
switch (params.target) {
|
|
|
|
|
case SurfaceTarget::Texture1D:
|
|
|
|
@ -195,6 +196,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
|
|
|
|
|
params.height = config.height;
|
|
|
|
|
params.unaligned_height = config.height;
|
|
|
|
|
params.target = SurfaceTarget::Texture2D;
|
|
|
|
|
params.identity = SurfaceClass::RenderTarget;
|
|
|
|
|
params.depth = 1;
|
|
|
|
|
params.max_mip_level = 1;
|
|
|
|
|
params.is_layered = false;
|
|
|
|
@ -230,6 +232,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
|
|
|
|
|
params.height = zeta_height;
|
|
|
|
|
params.unaligned_height = zeta_height;
|
|
|
|
|
params.target = SurfaceTarget::Texture2D;
|
|
|
|
|
params.identity = SurfaceClass::DepthBuffer;
|
|
|
|
|
params.depth = 1;
|
|
|
|
|
params.max_mip_level = 1;
|
|
|
|
|
params.is_layered = false;
|
|
|
|
@ -258,6 +261,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
|
|
|
|
|
params.height = config.height;
|
|
|
|
|
params.unaligned_height = config.height;
|
|
|
|
|
params.target = SurfaceTarget::Texture2D;
|
|
|
|
|
params.identity = SurfaceClass::Copy;
|
|
|
|
|
params.depth = 1;
|
|
|
|
|
params.max_mip_level = 1;
|
|
|
|
|
params.rt = {};
|
|
|
|
@ -575,8 +579,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
|
|
|
|
|
|
|
|
|
|
ApplyTextureDefaults(SurfaceTargetToGL(params.target), params.max_mip_level);
|
|
|
|
|
|
|
|
|
|
LabelGLObject(GL_TEXTURE, texture.handle, params.addr,
|
|
|
|
|
SurfaceParams::SurfaceTargetName(params.target));
|
|
|
|
|
OpenGL::LabelGLObject(GL_TEXTURE, texture.handle, params.addr, params.IdentityString());
|
|
|
|
|
|
|
|
|
|
// Clamp size to mapped GPU memory region
|
|
|
|
|
// TODO(bunnei): Super Mario Odyssey maps a 0x40000 byte region and then uses it for a 0x80000
|
|
|
|
|