Implement ZF32X24S8 Texture Format
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4 changed files with 4 additions and 0 deletions
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@ -23,6 +23,7 @@ namespace Ryujinx.Graphics.Gal
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BC5 = 0x28,
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BC5 = 0x28,
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Z24S8 = 0x29,
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Z24S8 = 0x29,
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ZF32 = 0x2f,
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ZF32 = 0x2f,
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ZF32X24S8 = 0x30,
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Astc2D4x4 = 0x40,
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Astc2D4x4 = 0x40,
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Astc2D5x5 = 0x41,
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Astc2D5x5 = 0x41,
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Astc2D6x6 = 0x42,
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Astc2D6x6 = 0x42,
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@ -142,6 +142,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalTextureFormat.ZF32: return (PixelFormat.DepthComponent, PixelType.Float);
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case GalTextureFormat.ZF32: return (PixelFormat.DepthComponent, PixelType.Float);
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case GalTextureFormat.BF10GF11RF11: return (PixelFormat.Rgb, PixelType.UnsignedInt10F11F11FRev);
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case GalTextureFormat.BF10GF11RF11: return (PixelFormat.Rgb, PixelType.UnsignedInt10F11F11FRev);
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case GalTextureFormat.Z24S8: return (PixelFormat.DepthStencil, PixelType.UnsignedInt248);
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case GalTextureFormat.Z24S8: return (PixelFormat.DepthStencil, PixelType.UnsignedInt248);
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case GalTextureFormat.ZF32X24S8: return (PixelFormat.DepthStencil, PixelType.Float32UnsignedInt248Rev);
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}
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}
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throw new NotImplementedException(Format.ToString());
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throw new NotImplementedException(Format.ToString());
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@ -38,6 +38,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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return Texture.Width * Texture.Height * 16;
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return Texture.Width * Texture.Height * 16;
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case GalTextureFormat.R16G16B16A16:
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case GalTextureFormat.R16G16B16A16:
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case GalTextureFormat.ZF32X24S8:
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return Texture.Width * Texture.Height * 8;
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return Texture.Width * Texture.Height * 8;
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case GalTextureFormat.A8B8G8R8:
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case GalTextureFormat.A8B8G8R8:
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@ -31,6 +31,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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case GalTextureFormat.BC5: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.BC5: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.ZF32: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.ZF32: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.ZF32X24S8: return Read8Bpp (Memory, Texture);
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case GalTextureFormat.Astc2D4x4: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.Astc2D4x4: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.Astc2D5x5: return Read16BptCompressedTexture(Memory, Texture, 5, 5);
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case GalTextureFormat.Astc2D5x5: return Read16BptCompressedTexture(Memory, Texture, 5, 5);
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case GalTextureFormat.Astc2D6x6: return Read16BptCompressedTexture(Memory, Texture, 6, 6);
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case GalTextureFormat.Astc2D6x6: return Read16BptCompressedTexture(Memory, Texture, 6, 6);
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