Fix depth stencil formats copy by matching equivalent color formats (#1198)

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gdkchan 2020-07-13 08:41:30 -03:00 committed by GitHub
parent a804db6eed
commit 2900dda633
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4 changed files with 37 additions and 15 deletions

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@ -189,7 +189,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
/// and propagate blacklisted status from one texture to the ones bound with it.
/// </summary>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetScale(int singleUse)
{
// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Image
Target.Texture2D,
formatInfo);
TextureSearchFlags flags = TextureSearchFlags.IgnoreMs;
TextureSearchFlags flags = TextureSearchFlags.ForCopy;
if (preferScaling)
{
@ -608,7 +608,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
{
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
bool isScalable = IsUpscaleCompatible(info);
@ -737,7 +737,7 @@ namespace Ryujinx.Graphics.Gpu.Image
if (texture.ScaleFactor != overlap.ScaleFactor)
{
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
texture.PropagateScale(overlap);