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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)
This commit is contained in:
greggameplayer 2018-07-16 20:09:34 +02:00 committed by gdkchan
parent 3e13b40b35
commit e71da4fb74
5 changed files with 18 additions and 8 deletions

View file

@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal
R16G16B16A16 = 0x3,
A8B8G8R8 = 0x8,
R32 = 0xf,
BC6H_SF16 = 0x10,
BC6H_UF16 = 0x11,
A1B5G5R5 = 0x14,
B5G6R5 = 0x15,
BC7U = 0x17,

View file

@ -148,6 +148,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
switch (Format)
{
case GalTextureFormat.BC6H_UF16: return InternalFormat.CompressedRgbBptcUnsignedFloat;
case GalTextureFormat.BC6H_SF16: return InternalFormat.CompressedRgbBptcSignedFloat;
case GalTextureFormat.BC7U: return InternalFormat.CompressedRgbaBptcUnorm;
case GalTextureFormat.BC1: return InternalFormat.CompressedRgbaS3tcDxt1Ext;
case GalTextureFormat.BC2: return InternalFormat.CompressedRgbaS3tcDxt3Ext;

View file

@ -212,6 +212,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
switch (Format)
{
case GalTextureFormat.BC6H_UF16:
case GalTextureFormat.BC6H_SF16:
case GalTextureFormat.BC7U:
case GalTextureFormat.BC1:
case GalTextureFormat.BC2:

View file

@ -54,6 +54,8 @@ namespace Ryujinx.HLE.Gpu.Texture
return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 8);
}
case GalTextureFormat.BC6H_SF16:
case GalTextureFormat.BC6H_UF16:
case GalTextureFormat.BC7U:
case GalTextureFormat.BC2:
case GalTextureFormat.BC3:

View file

@ -19,6 +19,8 @@ namespace Ryujinx.HLE.Gpu.Texture
case GalTextureFormat.G8R8: return Read2Bpp (Memory, Texture);
case GalTextureFormat.R16: return Read2Bpp (Memory, Texture);
case GalTextureFormat.R8: return Read1Bpp (Memory, Texture);
case GalTextureFormat.BC6H_SF16: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
case GalTextureFormat.BC6H_UF16: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
case GalTextureFormat.BC7U: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
case GalTextureFormat.BC1: return Read8Bpt4x4 (Memory, Texture);
case GalTextureFormat.BC2: return Read16BptCompressedTexture(Memory, Texture, 4, 4);