diff options
author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-03-12 17:35:46 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-03-12 18:11:42 -0300 |
commit | daae6a323be9d490c66dd27674fff521cceabe61 (patch) | |
tree | 938d221636d5a7afc2a2305bb62fe76ae749b68d /src | |
parent | fce33adcf1cb16bc308c39cd47b0a4e1aee68bf7 (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.cpp | 6 |
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; |