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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-02-16 04:12:38 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-02-16 04:19:32 -0300
commit6a0220b2e1a0d7692b8f32f66ae7bc86cb63fab7 (patch)
tree06b9087f7921595d336b98503c0e9fcf25694775 /src/video_core/texture_cache/texture_cache.h
parentf552d553bac1374c583d748dad27f8c86e86c4a0 (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.h5
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);