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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-05-29 23:32:41 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-06-08 05:01:00 -0300
commitc95c254f3eda75476ad221a4828033f4140a3470 (patch)
treeb06f5db8c853d3b40d82439e4e739205146cf07a /src/video_core/texture_cache/surface_base.cpp
parent2293e8a11a1173c855fcb406f1d6f0583d12c84b (diff)
texture_cache: Implement rendering to 3D textures
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
Diffstat (limited to 'src/video_core/texture_cache/surface_base.cpp')
-rw-r--r--src/video_core/texture_cache/surface_base.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/video_core/texture_cache/surface_base.cpp b/src/video_core/texture_cache/surface_base.cpp
index 715f39d0d..94d3a6ae5 100644
--- a/src/video_core/texture_cache/surface_base.cpp
+++ b/src/video_core/texture_cache/surface_base.cpp
@@ -248,12 +248,11 @@ void SurfaceBaseImpl::FlushBuffer(Tegra::MemoryManager& memory_manager,
// Use an extra temporal buffer
auto& tmp_buffer = staging_cache.GetBuffer(1);
- // Special case for 3D Texture Segments
- const bool must_read_current_data =
- params.block_depth > 0 && params.target == VideoCore::Surface::SurfaceTarget::Texture2D;
tmp_buffer.resize(guest_memory_size);
host_ptr = tmp_buffer.data();
- if (must_read_current_data) {
+
+ if (params.target == SurfaceTarget::Texture3D) {
+ // Special case for 3D texture segments
memory_manager.ReadBlockUnsafe(gpu_addr, host_ptr, guest_memory_size);
}