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authorGravatar Fernando Sahmkow2019-12-08 13:13:18 -0400
committerGravatar FernandoS272019-12-22 12:24:34 -0400
commit51c9e98677395564a4fafeaba718cbd2263541bb (patch)
tree7546b488cf1753f227ba9e409a96ff247bc5ae73 /src/video_core/textures
parentMerge pull request #3230 from ReinUsesLisp/vk-emu-shaders (diff)
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Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
Diffstat (limited to 'src/video_core/textures')
-rw-r--r--src/video_core/textures/decoders.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/video_core/textures/decoders.h b/src/video_core/textures/decoders.h
index f1e3952bc..e5eac3f3b 100644
--- a/src/video_core/textures/decoders.h
+++ b/src/video_core/textures/decoders.h
@@ -12,6 +12,10 @@ namespace Tegra::Texture {
12 12
13// GOBSize constant. Calculated by 64 bytes in x multiplied by 8 y coords, represents 13// GOBSize constant. Calculated by 64 bytes in x multiplied by 8 y coords, represents
14// an small rect of (64/bytes_per_pixel)X8. 14// an small rect of (64/bytes_per_pixel)X8.
15inline std::size_t GetGOBSize() {
16 return 512;
17}
18
15inline std::size_t GetGOBSizeShift() { 19inline std::size_t GetGOBSizeShift() {
16 return 9; 20 return 9;
17} 21}