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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp18
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.h7
3 files changed, 21 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 1fcd13f04..14d82a7bc 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -738,7 +738,7 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
}
texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
- Surface surface = res_cache.GetTextureSurface(texture);
+ Surface surface = res_cache.GetTextureSurface(texture, entry);
if (surface != nullptr) {
state.texture_units[current_bindpoint].texture = surface->Texture().handle;
state.texture_units[current_bindpoint].target = surface->Target();
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index b11206925..00351d743 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -41,7 +41,7 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
}
/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
- const Tegra::Texture::FullTextureInfo& config) {
+ const Tegra::Texture::FullTextureInfo& config, const GLShader::SamplerEntry& entry) {
SurfaceParams params{};
params.addr = TryGetCpuAddr(config.tic.Address());
params.is_tiled = config.tic.IsTiled();
@@ -61,8 +61,19 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
params.depth = 1;
break;
case SurfaceTarget::Texture3D:
+ params.depth = config.tic.Depth();
+ break;
case SurfaceTarget::Texture2DArray:
params.depth = config.tic.Depth();
+ if (!entry.IsArray()) {
+ // TODO(bunnei): We have seen games re-use a Texture2D as Texture2DArray with depth of
+ // one, but sample the texture in the shader as if it were not an array texture. This
+ // probably is valid on hardware, but we still need to write a test to confirm this. In
+ // emulation, the workaround here is to continue to treat this as a Texture2D. An
+ // example game that does this is Super Mario Odyssey (in Cloud Kingdom).
+ ASSERT(params.depth == 1);
+ params.target = SurfaceTarget::Texture2D;
+ }
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
@@ -726,8 +737,9 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
copy_pbo.Create();
}
-Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config) {
- return GetSurface(SurfaceParams::CreateForTexture(config));
+Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
+ const GLShader::SamplerEntry& entry) {
+ return GetSurface(SurfaceParams::CreateForTexture(config, entry));
}
Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.h b/src/video_core/renderer_opengl/gl_rasterizer_cache.h
index 9df909d01..6474d9129 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.h
@@ -15,6 +15,7 @@
#include "video_core/engines/maxwell_3d.h"
#include "video_core/rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
+#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/textures/texture.h"
namespace OpenGL {
@@ -704,7 +705,8 @@ struct SurfaceParams {
}
/// Creates SurfaceParams from a texture configuration
- static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config);
+ static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config,
+ const GLShader::SamplerEntry& entry);
/// Creates SurfaceParams from a framebuffer configuration
static SurfaceParams CreateForFramebuffer(std::size_t index);
@@ -806,7 +808,8 @@ public:
RasterizerCacheOpenGL();
/// Get a surface based on the texture configuration
- Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
+ Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
+ const GLShader::SamplerEntry& entry);
/// Get the depth surface based on the framebuffer configuration
Surface GetDepthBufferSurface(bool preserve_contents);