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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-03-12 17:35:46 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-03-12 18:11:42 -0300
commitdaae6a323be9d490c66dd27674fff521cceabe61 (patch)
tree938d221636d5a7afc2a2305bb62fe76ae749b68d /src
parentfce33adcf1cb16bc308c39cd47b0a4e1aee68bf7 (diff)
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.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/texture_cache/surface_params.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/video_core/texture_cache/surface_params.cpp b/src/video_core/texture_cache/surface_params.cpp
index f00839313..9931c5ef7 100644
--- a/src/video_core/texture_cache/surface_params.cpp
+++ b/src/video_core/texture_cache/surface_params.cpp
@@ -113,8 +113,10 @@ SurfaceParams SurfaceParams::CreateForTexture(const FormatLookupTable& lookup_ta
params.height = tic.Height();
params.depth = tic.Depth();
params.pitch = params.is_tiled ? 0 : tic.Pitch();
- if (params.target == SurfaceTarget::TextureCubemap ||
- params.target == SurfaceTarget::TextureCubeArray) {
+ if (params.target == SurfaceTarget::Texture2D && params.depth > 1) {
+ params.depth = 1;
+ } else if (params.target == SurfaceTarget::TextureCubemap ||
+ params.target == SurfaceTarget::TextureCubeArray) {
params.depth *= 6;
}
params.num_levels = tic.max_mip_level + 1;