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Texture format fixes: Flag RGBA16UI as GL_RGBA_INTEGER format, and interpret R16U as Z16 when depth_compare is enabled.

This commit is contained in:
heapo 2018-12-18 11:34:51 -08:00
parent 39262921f2
commit 37280cf555

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@ -101,8 +101,18 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
params.srgb_conversion = config.tic.IsSrgbConversionEnabled(); params.srgb_conversion = config.tic.IsSrgbConversionEnabled();
params.pixel_format = PixelFormatFromTextureFormat(config.tic.format, config.tic.r_type.Value(), params.pixel_format = PixelFormatFromTextureFormat(config.tic.format, config.tic.r_type.Value(),
params.srgb_conversion); params.srgb_conversion);
if (params.pixel_format == PixelFormat::R16U && config.tsc.depth_compare_enabled) {
// Some titles create a 'R16U' (normalized 16-bit) texture with depth_compare enabled,
// then attempt to sample from it via a shadow sampler. Convert format to Z16 (which also
// causes GetFormatType to properly return 'Depth' below).
params.pixel_format = PixelFormat::Z16;
}
params.component_type = ComponentTypeFromTexture(config.tic.r_type.Value()); params.component_type = ComponentTypeFromTexture(config.tic.r_type.Value());
params.type = GetFormatType(params.pixel_format); params.type = GetFormatType(params.pixel_format);
UNIMPLEMENTED_IF(params.type == SurfaceType::ColorTexture && config.tsc.depth_compare_enabled);
params.width = Common::AlignUp(config.tic.Width(), GetCompressionFactor(params.pixel_format)); params.width = Common::AlignUp(config.tic.Width(), GetCompressionFactor(params.pixel_format));
params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format)); params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format));
params.unaligned_height = config.tic.Height(); params.unaligned_height = config.tic.Height();
@ -257,7 +267,7 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false}, // R8UI {GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false}, // R8UI
{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, ComponentType::Float, false}, // RGBA16F {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, ComponentType::Float, false}, // RGBA16F
{GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // RGBA16U {GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // RGBA16U
{GL_RGBA16UI, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // RGBA16UI {GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // RGBA16UI
{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, ComponentType::Float, {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, ComponentType::Float,
false}, // R11FG11FB10F false}, // R11FG11FB10F
{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RGBA32UI {GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RGBA32UI