diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs | 30 |
1 files changed, 28 insertions, 2 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs index 1b517e63..0af0725a 100644 --- a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs +++ b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs @@ -651,9 +651,35 @@ namespace Ryujinx.Graphics.Gpu.Image /// <returns>True if the format is valid, false otherwise</returns> public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format) { - encoded |= (isSrgb ? 1u << 19 : 0u); + bool isPacked = (encoded & 0x80000000u) != 0; + if (isPacked) + { + encoded &= ~0x80000000u; + } - return _textureFormats.TryGetValue((TextureFormat)encoded, out format); + encoded |= isSrgb ? 1u << 19 : 0u; + + bool found = _textureFormats.TryGetValue((TextureFormat)encoded, out format); + + if (found && isPacked && !format.Format.IsDepthOrStencil()) + { + // If the packed flag is set, then the components of the pixel are tightly packed into the + // GPU registers on the shader. + // We can get the same behaviour by aliasing the texture as a format with the same amount of + // bytes per pixel, but only a single or the lowest possible number of components. + + format = format.BytesPerPixel switch + { + 1 => new FormatInfo(Format.R8Unorm, 1, 1, 1, 1), + 2 => new FormatInfo(Format.R16Unorm, 1, 1, 2, 1), + 4 => new FormatInfo(Format.R32Float, 1, 1, 4, 1), + 8 => new FormatInfo(Format.R32G32Float, 1, 1, 8, 2), + 16 => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4), + _ => format, + }; + } + + return found; } /// <summary> |