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yuzu-mainline
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Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBuffer

This commit is contained in:
FernandoS27 2018-10-13 16:11:11 -04:00
parent e0ca938b22
commit 1ff20d8538
2 changed files with 2 additions and 19 deletions

View File

@ -833,27 +833,10 @@ void CachedSurface::LoadGLBuffer() {
ASSERT_MSG(params.block_width == 1, "Block width is defined as {} on texture type {}",
params.block_width, static_cast<u32>(params.target));
switch (params.target) {
case SurfaceParams::SurfaceTarget::Texture2D:
if (params.target == SurfaceParams::SurfaceTarget::Texture2D) {
// TODO(Blinkhawk): Eliminate this condition once all texture types are implemented.
depth = 1U;
block_depth = 1U;
break;
case SurfaceParams::SurfaceTarget::Texture2DArray:
case SurfaceParams::SurfaceTarget::TextureCubemap:
depth = 1U;
block_depth = 1U;
for (std::size_t index = 0; index < params.depth; ++index) {
const std::size_t offset{index * copy_size};
morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
params.width, params.block_height, params.height, 1U, 1U,
gl_buffer.data() + offset, copy_size, params.addr + offset);
}
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented tiled load for target={}",
static_cast<u32>(params.target));
UNREACHABLE();
}
const std::size_t size = copy_size * depth;

View File

@ -271,7 +271,7 @@ u32 BytesPerPixel(TextureFormat format) {
std::vector<u8> UnswizzleTexture(VAddr address, u32 tile_size, u32 bytes_per_pixel, u32 width,
u32 height, u32 depth, u32 block_height, u32 block_depth) {
std::vector<u8> unswizzled_data(width * height * bytes_per_pixel);
std::vector<u8> unswizzled_data(width * height * depth * bytes_per_pixel);
CopySwizzledData(width / tile_size, height / tile_size, depth, bytes_per_pixel, bytes_per_pixel,
Memory::GetPointer(address), unswizzled_data.data(), true, block_height,
block_depth);