Fixed downscale glitches on Intel and Red Dead Redemption at downscale
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f782104125
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fdbbce1469
1 changed files with 4 additions and 3 deletions
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@ -61,6 +61,7 @@ ImageInfo::ImageInfo(const TICEntry& config) noexcept {
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resources.layers = config.Depth();
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resources.layers = config.Depth();
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break;
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break;
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case TextureType::Texture2D:
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case TextureType::Texture2D:
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[[fallthrough]];
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case TextureType::Texture2DNoMipmap:
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case TextureType::Texture2DNoMipmap:
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ASSERT(config.Depth() == 1);
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ASSERT(config.Depth() == 1);
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type = config.IsPitchLinear() ? ImageType::Linear : ImageType::e2D;
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type = config.IsPitchLinear() ? ImageType::Linear : ImageType::e2D;
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@ -155,8 +156,7 @@ ImageInfo::ImageInfo(const Maxwell3D::Regs::RenderTargetConfig& ct,
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type = ImageType::e3D;
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type = ImageType::e3D;
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size.depth = ct.depth;
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size.depth = ct.depth;
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} else {
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} else {
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rescaleable = block.depth == 0;
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rescaleable = block.depth == 0 && size.height > RescaleHeightThreshold;
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rescaleable &= size.height > RescaleHeightThreshold;
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downscaleable = size.height > DownscaleHeightThreshold;
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downscaleable = size.height > DownscaleHeightThreshold;
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type = ImageType::e2D;
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type = ImageType::e2D;
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resources.layers = ct.depth;
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resources.layers = ct.depth;
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@ -193,7 +193,8 @@ ImageInfo::ImageInfo(const Maxwell3D::Regs::Zeta& zt, const Maxwell3D::Regs::Zet
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size.depth = zt_size.depth;
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size.depth = zt_size.depth;
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} else {
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} else {
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rescaleable = block.depth == 0;
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rescaleable = block.depth == 0;
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downscaleable = size.height > 512;
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// TODO: Check if this is correct
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// downscaleable = size.height > DownscaleHeightThreshold;
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type = ImageType::e2D;
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type = ImageType::e2D;
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switch (zt_size.dim_control) {
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switch (zt_size.dim_control) {
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case Maxwell3D::Regs::ZetaSize::DimensionControl::DefineArraySize:
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case Maxwell3D::Regs::ZetaSize::DimensionControl::DefineArraySize:
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