Temporary hack for swaps until better texture info building can be implemented.
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@ -1754,7 +1754,7 @@ bool GL4CommandProcessor::IssueCopy() {
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uint32_t dest_logical_width = copy_dest_pitch;
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uint32_t dest_logical_height = copy_dest_height;
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uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
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uint32_t dest_block_height = xe::round_up(dest_logical_height, 32);
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uint32_t dest_block_height = /*xe::round_up(*/ dest_logical_height /*, 32)*/;
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uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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int16_t window_offset_x = window_offset & 0x7FFF;
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@ -370,7 +370,7 @@ void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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// Issue the commands to copy the game's frontbuffer to our backbuffer.
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auto texture = texture_cache_->LookupAddress(
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frontbuffer_ptr, xe::round_up(frontbuffer_width, 32),
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xe::round_up(frontbuffer_height, 32), TextureFormat::k_8_8_8_8);
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/*xe::round_up(*/ frontbuffer_height /*, 32)*/, TextureFormat::k_8_8_8_8);
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if (texture) {
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texture->in_flight_fence = current_batch_fence_;
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@ -870,7 +870,7 @@ bool VulkanCommandProcessor::IssueCopy() {
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uint32_t dest_logical_width = copy_dest_pitch;
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uint32_t dest_logical_height = copy_dest_height;
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uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
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uint32_t dest_block_height = xe::round_up(dest_logical_height, 32);
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uint32_t dest_block_height = /*xe::round_up(*/ dest_logical_height /*, 32)*/;
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uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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int16_t window_offset_x = window_offset & 0x7FFF;
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