video_code: support rectangle texture

This commit is contained in:
FengChen 2022-08-10 10:10:32 +08:00
parent b1d61cd025
commit b2a6dde438
14 changed files with 62 additions and 15 deletions

View file

@ -93,6 +93,7 @@ GLenum ImageTarget(Shader::TextureType type, int num_samples = 1) {
case Shader::TextureType::Color1D:
return GL_TEXTURE_1D;
case Shader::TextureType::Color2D:
case Shader::TextureType::Color2DRect:
return is_multisampled ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
case Shader::TextureType::ColorCube:
return GL_TEXTURE_CUBE_MAP;
@ -502,6 +503,7 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager&
set_view(Shader::TextureType::ColorArray1D, null_image_1d_array.handle);
set_view(Shader::TextureType::ColorArray2D, null_image_view_2d_array.handle);
set_view(Shader::TextureType::ColorArrayCube, null_image_cube_array.handle);
set_view(Shader::TextureType::Color2DRect, null_image_view_2d.handle);
if (resolution.active) {
for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) {
@ -1110,6 +1112,7 @@ ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewI
flat_range.extent.layers = 1;
[[fallthrough]];
case ImageViewType::e2D:
case ImageViewType::Rect:
if (True(flags & VideoCommon::ImageViewFlagBits::Slice)) {
// 2D and 2D array views on a 3D textures are used exclusively for render targets
ASSERT(info.range.extent.levels == 1);
@ -1135,9 +1138,6 @@ ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewI
SetupView(Shader::TextureType::ColorCube);
SetupView(Shader::TextureType::ColorArrayCube);
break;
case ImageViewType::Rect:
UNIMPLEMENTED();
break;
case ImageViewType::Buffer:
ASSERT(false);
break;
@ -1150,6 +1150,7 @@ ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewI
default_handle = Handle(Shader::TextureType::ColorArray1D);
break;
case ImageViewType::e2D:
case ImageViewType::Rect:
default_handle = Handle(Shader::TextureType::Color2D);
break;
case ImageViewType::e2DArray:
@ -1210,6 +1211,7 @@ GLuint ImageView::MakeView(Shader::TextureType view_type, GLenum view_format) {
case Shader::TextureType::Color1D:
case Shader::TextureType::Color2D:
case Shader::TextureType::ColorCube:
case Shader::TextureType::Color2DRect:
view_range = flat_range;
break;
case Shader::TextureType::ColorArray1D:
@ -1250,7 +1252,6 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
const GLint seamless = config.cubemap_interface_filtering ? GL_TRUE : GL_FALSE;
UNIMPLEMENTED_IF(config.cubemap_anisotropy != 1);
UNIMPLEMENTED_IF(config.float_coord_normalization != 0);
sampler.Create();
const GLuint handle = sampler.handle;