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texture_cache/surface_params: Force depth=1 on 2D textures

Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
This commit is contained in:
ReinUsesLisp 2020-03-12 17:35:46 -03:00
parent fce33adcf1
commit daae6a323b

View file

@ -113,8 +113,10 @@ SurfaceParams SurfaceParams::CreateForTexture(const FormatLookupTable& lookup_ta
params.height = tic.Height(); params.height = tic.Height();
params.depth = tic.Depth(); params.depth = tic.Depth();
params.pitch = params.is_tiled ? 0 : tic.Pitch(); params.pitch = params.is_tiled ? 0 : tic.Pitch();
if (params.target == SurfaceTarget::TextureCubemap || if (params.target == SurfaceTarget::Texture2D && params.depth > 1) {
params.target == SurfaceTarget::TextureCubeArray) { params.depth = 1;
} else if (params.target == SurfaceTarget::TextureCubemap ||
params.target == SurfaceTarget::TextureCubeArray) {
params.depth *= 6; params.depth *= 6;
} }
params.num_levels = tic.max_mip_level + 1; params.num_levels = tic.max_mip_level + 1;