Rasterizer refactor hotfixes (#6465)

* texture_codec: Clamp buffer end to tiled buffer size

* Fixes crash on Pokemon Super Mystery Dungeon

* rasterizer_cache: Use rect for duplicate surface

* Fixes broken bloom in fire emblem

* surface_params: Check levels for exact match

* It was removed previously to prevent copies when games used the base level of a multi level surface. FE on the other hand will first use the base level and then use it as a face of a cubemap with many levels. So instead check if the surface equal or more levels and consider it an exact match in that case

* gl_texture_runtime: Bind old tex to 2D target

* Fixes a small error opengl would print when creating texture cubes

* gl_blit_helper: Fix nearest filter

* Use texture unit 2 which has the nearest sampler bound
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GPUCode 2023-04-23 22:46:08 +03:00 committed by GitHub
parent 9ba6a90193
commit 2c74ed1a6d
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6 changed files with 9 additions and 6 deletions

View file

@ -166,6 +166,7 @@ void BlitHelper::FilterBicubic(Surface& surface, const VideoCore::TextureBlit& b
}
void BlitHelper::FilterNearest(Surface& surface, const VideoCore::TextureBlit& blit) {
state.texture_units[2].texture_2d = surface.Handle(false);
SetParams(nearest_program, surface.width, surface.height, blit.src_rect);
Draw(nearest_program, surface.Handle(), filter_fbo.handle, blit.dst_level, blit.dst_rect);
}

View file

@ -199,7 +199,7 @@ Allocation TextureRuntime::Allocate(const VideoCore::SurfaceParams& params) {
handles[1] = textures[1].handle;
}
glBindTexture(target, old_tex);
glBindTexture(GL_TEXTURE_2D, old_tex);
return Allocation{
.textures = std::move(textures),