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@ -41,7 +41,7 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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}
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/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
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const Tegra::Texture::FullTextureInfo& config) {
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const Tegra::Texture::FullTextureInfo& config, const GLShader::SamplerEntry& entry) {
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SurfaceParams params{};
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params.addr = TryGetCpuAddr(config.tic.Address());
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params.is_tiled = config.tic.IsTiled();
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@ -61,8 +61,19 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.depth = 1;
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break;
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case SurfaceTarget::Texture3D:
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params.depth = config.tic.Depth();
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break;
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case SurfaceTarget::Texture2DArray:
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params.depth = config.tic.Depth();
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if (!entry.IsArray()) {
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// TODO(bunnei): We have seen games re-use a Texture2D as Texture2DArray with depth of
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// one, but sample the texture in the shader as if it were not an array texture. This
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// probably is valid on hardware, but we still need to write a test to confirm this. In
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// emulation, the workaround here is to continue to treat this as a Texture2D. An
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// example game that does this is Super Mario Odyssey (in Cloud Kingdom).
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ASSERT(params.depth == 1);
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params.target = SurfaceTarget::Texture2D;
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}
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
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@ -726,8 +737,9 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
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copy_pbo.Create();
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}
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Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config) {
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return GetSurface(SurfaceParams::CreateForTexture(config));
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Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
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const GLShader::SamplerEntry& entry) {
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return GetSurface(SurfaceParams::CreateForTexture(config, entry));
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}
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Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
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