gl_rasterizer_cache: Add check for array rendering to cubemap texture.

This commit is contained in:
bunnei 2018-09-29 11:53:18 -04:00
parent f543b43fd0
commit 29782273ec

View File

@ -1061,6 +1061,14 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
const u32 byte_stride{old_params.rt.layer_stride * const u32 byte_stride{old_params.rt.layer_stride *
(SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)}; (SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
if (old_params.rt.array_mode != 1) {
// TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
// yet (array rendering used as a cubemap texture).
LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
UNREACHABLE();
return new_surface;
}
// This seems to be used for render-to-cubemap texture // This seems to be used for render-to-cubemap texture
const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()}; const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected"); ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");