Implement BC6H_SF16 & BC6H_UF16 Texture Formats (#255)
* Implement BC6H_SF16 & BC6H_UF16 * correct coding style (1/5) * correct coding style (2/5) * correct coding style (3/5) * correct coding style (4/5) * correct coding style (5/5)
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@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal
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R16G16B16A16 = 0x3,
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A8B8G8R8 = 0x8,
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R32 = 0xf,
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BC6H_SF16 = 0x10,
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BC6H_UF16 = 0x11,
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A1B5G5R5 = 0x14,
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B5G6R5 = 0x15,
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BC7U = 0x17,
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@ -148,6 +148,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (Format)
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{
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case GalTextureFormat.BC6H_UF16: return InternalFormat.CompressedRgbBptcUnsignedFloat;
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case GalTextureFormat.BC6H_SF16: return InternalFormat.CompressedRgbBptcSignedFloat;
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case GalTextureFormat.BC7U: return InternalFormat.CompressedRgbaBptcUnorm;
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case GalTextureFormat.BC1: return InternalFormat.CompressedRgbaS3tcDxt1Ext;
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case GalTextureFormat.BC2: return InternalFormat.CompressedRgbaS3tcDxt3Ext;
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@ -212,6 +212,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (Format)
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{
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case GalTextureFormat.BC6H_UF16:
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case GalTextureFormat.BC6H_SF16:
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case GalTextureFormat.BC7U:
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC2:
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@ -54,6 +54,8 @@ namespace Ryujinx.HLE.Gpu.Texture
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 8);
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}
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case GalTextureFormat.BC6H_SF16:
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case GalTextureFormat.BC6H_UF16:
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case GalTextureFormat.BC7U:
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case GalTextureFormat.BC2:
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case GalTextureFormat.BC3:
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@ -19,6 +19,8 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.G8R8: return Read2Bpp (Memory, Texture);
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case GalTextureFormat.R16: return Read2Bpp (Memory, Texture);
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case GalTextureFormat.R8: return Read1Bpp (Memory, Texture);
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case GalTextureFormat.BC6H_SF16: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.BC6H_UF16: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.BC7U: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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case GalTextureFormat.BC1: return Read8Bpt4x4 (Memory, Texture);
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case GalTextureFormat.BC2: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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