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-rw-r--r--src/video_core/engines/const_buffer_engine_interface.h14
-rw-r--r--src/yuzu/main.cpp10
2 files changed, 19 insertions, 5 deletions
diff --git a/src/video_core/engines/const_buffer_engine_interface.h b/src/video_core/engines/const_buffer_engine_interface.h
index 724ee0fd6..ebe139504 100644
--- a/src/video_core/engines/const_buffer_engine_interface.h
+++ b/src/video_core/engines/const_buffer_engine_interface.h
@@ -18,10 +18,14 @@ struct SamplerDescriptor {
union {
u32 raw = 0;
BitField<0, 2, Tegra::Shader::TextureType> texture_type;
- BitField<2, 3, Tegra::Texture::ComponentType> component_type;
+ BitField<2, 3, Tegra::Texture::ComponentType> r_type;
BitField<5, 1, u32> is_array;
BitField<6, 1, u32> is_buffer;
BitField<7, 1, u32> is_shadow;
+ BitField<8, 3, Tegra::Texture::ComponentType> g_type;
+ BitField<11, 3, Tegra::Texture::ComponentType> b_type;
+ BitField<14, 3, Tegra::Texture::ComponentType> a_type;
+ BitField<17, 7, Tegra::Texture::TextureFormat> format;
};
bool operator==(const SamplerDescriptor& rhs) const noexcept {
@@ -36,9 +40,11 @@ struct SamplerDescriptor {
using Tegra::Shader::TextureType;
SamplerDescriptor result;
- // This is going to be used to determine the shading language type.
- // Because of that we don't care about all component types on color textures.
- result.component_type.Assign(tic.r_type.Value());
+ result.format.Assign(tic.format.Value());
+ result.r_type.Assign(tic.r_type.Value());
+ result.g_type.Assign(tic.g_type.Value());
+ result.b_type.Assign(tic.b_type.Value());
+ result.a_type.Assign(tic.a_type.Value());
switch (tic.texture_type.Value()) {
case Tegra::Texture::TextureType::Texture1D:
diff --git a/src/yuzu/main.cpp b/src/yuzu/main.cpp
index 4769a612e..d7e59d0cd 100644
--- a/src/yuzu/main.cpp
+++ b/src/yuzu/main.cpp
@@ -1034,6 +1034,14 @@ void GMainWindow::BootGame(const QString& filename) {
}
void GMainWindow::ShutdownGame() {
+ if (!emulation_running) {
+ return;
+ }
+
+ if (ui.action_Fullscreen->isChecked()) {
+ HideFullscreen();
+ }
+
AllowOSSleep();
discord_rpc->Pause();
@@ -1798,7 +1806,7 @@ void GMainWindow::ToggleWindowMode() {
// Render in the main window...
render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window);
- render_window->setFocusPolicy(Qt::ClickFocus);
+ render_window->setFocusPolicy(Qt::StrongFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->setFocus();