diff options
| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-02-16 04:12:38 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-02-16 04:19:32 -0300 |
| commit | 6a0220b2e1a0d7692b8f32f66ae7bc86cb63fab7 (patch) | |
| tree | 06b9087f7921595d336b98503c0e9fcf25694775 /src/video_core/texture_cache/texture_cache.h | |
| parent | f552d553bac1374c583d748dad27f8c86e86c4a0 (diff) | |
texture_cache: Implement layered framebuffer attachments
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
Diffstat (limited to 'src/video_core/texture_cache/texture_cache.h')
| -rw-r--r-- | src/video_core/texture_cache/texture_cache.h | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/src/video_core/texture_cache/texture_cache.h b/src/video_core/texture_cache/texture_cache.h index f4c015635..a850e7593 100644 --- a/src/video_core/texture_cache/texture_cache.h +++ b/src/video_core/texture_cache/texture_cache.h @@ -160,10 +160,7 @@ public: SetEmptyDepthBuffer(); return {}; } - const auto depth_params{SurfaceParams::CreateForDepthBuffer( - system, regs.zeta_width, regs.zeta_height, regs.zeta.format, - regs.zeta.memory_layout.block_width, regs.zeta.memory_layout.block_height, - regs.zeta.memory_layout.block_depth, regs.zeta.memory_layout.type)}; + const auto depth_params{SurfaceParams::CreateForDepthBuffer(system)}; auto surface_view = GetSurface(gpu_addr, cache_addr, depth_params, preserve_contents, true); if (depth_buffer.target) depth_buffer.target->MarkAsRenderTarget(false, NO_RT); |
