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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index 8abbe0113..249b0061a 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -1061,6 +1061,14 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
1061 const u32 byte_stride{old_params.rt.layer_stride * 1061 const u32 byte_stride{old_params.rt.layer_stride *
1062 (SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)}; 1062 (SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
1063 1063
1064 if (old_params.rt.array_mode != 1) {
1065 // TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
1066 // yet (array rendering used as a cubemap texture).
1067 LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
1068 UNREACHABLE();
1069 return new_surface;
1070 }
1071
1064 // This seems to be used for render-to-cubemap texture 1072 // This seems to be used for render-to-cubemap texture
1065 const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()}; 1073 const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
1066 ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected"); 1074 ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");