From 6a0220b2e1a0d7692b8f32f66ae7bc86cb63fab7 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Sun, 16 Feb 2020 04:12:38 -0300 Subject: 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. --- src/video_core/texture_cache/texture_cache.h | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src/video_core/texture_cache/texture_cache.h') 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); -- cgit v1.2.3