Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures * PR feedback * Fix some typos
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6 changed files with 357 additions and 32 deletions
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@ -1058,19 +1058,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture creation information</returns>
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
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{
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FormatInfo formatInfo = info.FormatInfo;
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if (!caps.SupportsAstcCompression)
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{
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if (formatInfo.Format.IsAstcUnorm())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
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}
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else if (formatInfo.Format.IsAstcSrgb())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
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}
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}
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FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
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if (info.Target == Target.TextureBuffer)
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{
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@ -1079,12 +1067,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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// The shader will need the appropriate conversion code to compensate.
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switch (formatInfo.Format)
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{
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case Format.R8Snorm: formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1); break;
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case Format.R16Snorm: formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1); break;
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case Format.R8G8Snorm: formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2); break;
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case Format.R16G16Snorm: formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2); break;
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case Format.R8G8B8A8Snorm: formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4); break;
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case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4); break;
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case Format.R8Snorm:
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formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
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break;
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case Format.R16Snorm:
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formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
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break;
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case Format.R8G8Snorm:
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formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
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break;
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case Format.R16G16Snorm:
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formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
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break;
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case Format.R8G8B8A8Snorm:
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formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
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break;
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case Format.R16G16B16A16Snorm:
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formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
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break;
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}
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}
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