FramebufferManager: Correctly handle read back D24S8 textures

Needed for the Adreno/Vulkan workaround, and if we ever switch to a D24
texture for the depth buffer w/ unrestricted depth range.
This commit is contained in:
Stenzek
2019-07-31 15:33:27 +10:00
parent 2698e311aa
commit 06daf58032
4 changed files with 54 additions and 39 deletions

View File

@ -44,7 +44,8 @@ public:
static bool IsCompressedFormat(AbstractTextureFormat format);
static bool IsDepthFormat(AbstractTextureFormat format);
static bool IsStencilFormat(AbstractTextureFormat format);
static AbstractTextureFormat GetColorFormatForDepthFormat(AbstractTextureFormat format);
static bool IsCompatibleDepthAndColorFormats(AbstractTextureFormat depth_format,
AbstractTextureFormat color_format);
static u32 CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
static u32 GetTexelSizeForFormat(AbstractTextureFormat format);
static u32 GetBlockSizeForFormat(AbstractTextureFormat format);