Implement S8D24 texture format and tweak depth range detection (#2458)
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10 changed files with 196 additions and 30 deletions
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@ -28,13 +28,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Types
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{
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return format switch
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{
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ZetaFormat.D32Float => new FormatInfo(Format.D32Float, 1, 1, 4, 1),
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ZetaFormat.D16Unorm => new FormatInfo(Format.D16Unorm, 1, 1, 2, 1),
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ZetaFormat.D24UnormS8Uint => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
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ZetaFormat.D24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 1),
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ZetaFormat.S8UintD24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
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ZetaFormat.S8Uint => new FormatInfo(Format.S8Uint, 1, 1, 1, 1),
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ZetaFormat.D32FloatS8Uint => new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2),
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ZetaFormat.D32Float => new FormatInfo(Format.D32Float, 1, 1, 4, 1),
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ZetaFormat.D16Unorm => new FormatInfo(Format.D16Unorm, 1, 1, 2, 1),
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ZetaFormat.D24UnormS8Uint => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
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ZetaFormat.D24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 1),
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ZetaFormat.S8UintD24Unorm => new FormatInfo(Format.S8UintD24Unorm, 1, 1, 4, 2),
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ZetaFormat.S8Uint => new FormatInfo(Format.S8Uint, 1, 1, 1, 1),
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ZetaFormat.D32FloatS8Uint => new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2),
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_ => FormatInfo.Default
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};
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}
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