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

@ -44,6 +44,7 @@ public:
// Does not require the framebuffer to be created. Slower than direct queries.
static AbstractTextureFormat GetEFBColorFormat();
static AbstractTextureFormat GetEFBDepthFormat();
static AbstractTextureFormat GetEFBDepthCopyFormat();
static TextureConfig GetEFBColorTextureConfig();
static TextureConfig GetEFBDepthTextureConfig();