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util_shaders: Fix BindImageTexture
According to https://gitlab.freedesktop.org/mesa/mesa/-/issues/3820#note_753371 we need to set these to true for use with 3D textures. Fixes BOTW teleporting on RadeonSI and iris.
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@ -261,9 +261,9 @@ void UtilShaders::CopyBC4(Image& dst_image, Image& src_image, std::span<const Im
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glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z);
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glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z);
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glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z);
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glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z);
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glBindImageTexture(BINDING_INPUT_IMAGE, src_image.StorageHandle(),
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glBindImageTexture(BINDING_INPUT_IMAGE, src_image.StorageHandle(),
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copy.src_subresource.base_level, GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI);
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copy.src_subresource.base_level, GL_TRUE, 0, GL_READ_ONLY, GL_RG32UI);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.StorageHandle(),
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glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.StorageHandle(),
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copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI);
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copy.dst_subresource.base_level, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA8UI);
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glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth);
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glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth);
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}
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}
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program_manager.RestoreGuestCompute();
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program_manager.RestoreGuestCompute();
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