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gl_buffer_cache: Use unorm internal formats for snorm texture buffer views

Fixes black textures in UE4 games
This commit is contained in:
ameerj 2021-06-10 01:55:27 -04:00
parent 5befc0bf87
commit cd8427367e
1 changed files with 24 additions and 1 deletions

View File

@ -25,6 +25,25 @@ constexpr std::array PROGRAM_LUT{
GL_VERTEX_PROGRAM_NV, GL_TESS_CONTROL_PROGRAM_NV, GL_TESS_EVALUATION_PROGRAM_NV, GL_VERTEX_PROGRAM_NV, GL_TESS_CONTROL_PROGRAM_NV, GL_TESS_EVALUATION_PROGRAM_NV,
GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV, GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
}; };
[[nodiscard]] GLenum GetTextureBufferFormat(GLenum gl_format) {
switch (gl_format) {
case GL_RGBA8_SNORM:
return GL_RGBA8;
case GL_R8_SNORM:
return GL_R8;
case GL_RGBA16_SNORM:
return GL_RGBA16;
case GL_R16_SNORM:
return GL_R16;
case GL_RG16_SNORM:
return GL_RG16;
case GL_RG8_SNORM:
return GL_RG8;
default:
return gl_format;
}
}
} // Anonymous namespace } // Anonymous namespace
Buffer::Buffer(BufferCacheRuntime&, VideoCommon::NullBufferParams null_params) Buffer::Buffer(BufferCacheRuntime&, VideoCommon::NullBufferParams null_params)
@ -76,7 +95,11 @@ GLuint Buffer::View(u32 offset, u32 size, PixelFormat format) {
OGLTexture texture; OGLTexture texture;
texture.Create(GL_TEXTURE_BUFFER); texture.Create(GL_TEXTURE_BUFFER);
const GLenum gl_format{MaxwellToGL::GetFormatTuple(format).internal_format}; const GLenum gl_format{MaxwellToGL::GetFormatTuple(format).internal_format};
glTextureBufferRange(texture.handle, gl_format, buffer.handle, offset, size); const GLenum texture_format{GetTextureBufferFormat(gl_format)};
if (texture_format != gl_format) {
LOG_WARNING(Render_OpenGL, "Emulating SNORM texture buffer with UNORM.");
}
glTextureBufferRange(texture.handle, texture_format, buffer.handle, offset, size);
views.push_back({ views.push_back({
.offset = offset, .offset = offset,
.size = size, .size = size,