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:
parent
fce33adcf1
commit
daae6a323b
|
@ -113,7 +113,9 @@ 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.depth = 1;
|
||||||
|
} else if (params.target == SurfaceTarget::TextureCubemap ||
|
||||||
params.target == SurfaceTarget::TextureCubeArray) {
|
params.target == SurfaceTarget::TextureCubeArray) {
|
||||||
params.depth *= 6;
|
params.depth *= 6;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue