Merge pull request #3565 from ReinUsesLisp/image-format
engines/const_buffer_engine_interface: Store image format and types
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				| @ -18,10 +18,14 @@ struct SamplerDescriptor { | ||||
|     union { | ||||
|         u32 raw = 0; | ||||
|         BitField<0, 2, Tegra::Shader::TextureType> texture_type; | ||||
|         BitField<2, 3, Tegra::Texture::ComponentType> component_type; | ||||
|         BitField<2, 3, Tegra::Texture::ComponentType> r_type; | ||||
|         BitField<5, 1, u32> is_array; | ||||
|         BitField<6, 1, u32> is_buffer; | ||||
|         BitField<7, 1, u32> is_shadow; | ||||
|         BitField<8, 3, Tegra::Texture::ComponentType> g_type; | ||||
|         BitField<11, 3, Tegra::Texture::ComponentType> b_type; | ||||
|         BitField<14, 3, Tegra::Texture::ComponentType> a_type; | ||||
|         BitField<17, 7, Tegra::Texture::TextureFormat> format; | ||||
|     }; | ||||
| 
 | ||||
|     bool operator==(const SamplerDescriptor& rhs) const noexcept { | ||||
| @ -36,9 +40,11 @@ struct SamplerDescriptor { | ||||
|         using Tegra::Shader::TextureType; | ||||
|         SamplerDescriptor result; | ||||
| 
 | ||||
|         // This is going to be used to determine the shading language type.
 | ||||
|         // Because of that we don't care about all component types on color textures.
 | ||||
|         result.component_type.Assign(tic.r_type.Value()); | ||||
|         result.format.Assign(tic.format.Value()); | ||||
|         result.r_type.Assign(tic.r_type.Value()); | ||||
|         result.g_type.Assign(tic.g_type.Value()); | ||||
|         result.b_type.Assign(tic.b_type.Value()); | ||||
|         result.a_type.Assign(tic.a_type.Value()); | ||||
| 
 | ||||
|         switch (tic.texture_type.Value()) { | ||||
|         case Tegra::Texture::TextureType::Texture1D: | ||||
|  | ||||
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	 Fernando Sahmkow
						Fernando Sahmkow