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authorFernando Sahmkow <fsahmkow27@gmail.com>2019-12-08 13:13:18 -0400
committerFernandoS27 <fsahmkow27@gmail.com>2019-12-22 12:24:34 -0400
commit51c9e98677395564a4fafeaba718cbd2263541bb (patch)
tree7546b488cf1753f227ba9e409a96ff247bc5ae73 /src/video_core/textures
parentaea978e03702f0e7568c662755e662e9104590f3 (diff)
Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
Diffstat (limited to 'src/video_core/textures')
-rw-r--r--src/video_core/textures/decoders.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/video_core/textures/decoders.h b/src/video_core/textures/decoders.h
index f1e3952bc..e5eac3f3b 100644
--- a/src/video_core/textures/decoders.h
+++ b/src/video_core/textures/decoders.h
@@ -12,6 +12,10 @@ namespace Tegra::Texture {
// GOBSize constant. Calculated by 64 bytes in x multiplied by 8 y coords, represents
// an small rect of (64/bytes_per_pixel)X8.
+inline std::size_t GetGOBSize() {
+ return 512;
+}
+
inline std::size_t GetGOBSizeShift() {
return 9;
}