Fix some invalid blits involving depth textures (#4723)

This commit is contained in:
gdkchan 2023-05-03 21:20:12 -03:00 committed by GitHub
parent 5631c4bbc6
commit 0776cdda26
5 changed files with 24 additions and 8 deletions

View file

@ -220,18 +220,18 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
/// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
/// <returns>A value indicating how well the formats match</returns>
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool depthAlias)
{
// D32F and R32F texture have the same representation internally,
// however the R32F format is used to sample from depth textures.
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || depthAlias))
{
return TextureMatchQuality.FormatAlias;
}
if (forCopy)
if (depthAlias)
{
// The 2D engine does not support depth-stencil formats, so it will instead
// use equivalent color formats. We must also consider them as compatible.