[D3D12] Fix resolve region handling

This commit is contained in:
Triang3l
2018-10-28 13:47:44 +03:00
committed by Triang3l
parent 4162716a54
commit 83c99bc811
40 changed files with 2803 additions and 2387 deletions

View File

@@ -131,6 +131,7 @@ class TextureCache {
// The source buffer must be in the non-pixel-shader SRV state.
bool TileResolvedTexture(TextureFormat format, uint32_t texture_base,
uint32_t texture_pitch, uint32_t texture_height,
uint32_t offset_x, uint32_t offset_y,
uint32_t resolve_width, uint32_t resolve_height,
Endian128 endian, ID3D12Resource* buffer,
uint32_t buffer_size,
@@ -354,6 +355,9 @@ class TextureCache {
// 3:8 - guest format (primarily for 16-bit textures).
// 9:31 - actual guest texture width.
uint32_t endian_format_guest_pitch;
// Origin of the written data in the destination texture. X in the lower 16
// bits, Y in the upper.
uint32_t offset;
// Size to copy, texels with index bigger than this won't be written.
// Width in the lower 16 bits, height in the upper.
uint32_t size;