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Use correct swizzle on depth-stencil textures (#1196)
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@ -179,6 +179,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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swizzleB,
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swizzleA);
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if (IsDepthStencil(formatInfo.Format))
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{
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swizzleR = SwizzleComponent.Red;
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swizzleG = SwizzleComponent.Red;
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swizzleB = SwizzleComponent.Red;
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if (depthStencilMode == DepthStencilMode.Depth)
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{
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swizzleA = SwizzleComponent.One;
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}
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else
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{
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swizzleA = SwizzleComponent.Red;
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}
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}
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return new TextureInfo(
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address,
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width,
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@ -252,6 +268,26 @@ namespace Ryujinx.Graphics.Gpu.Image
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component == SwizzleComponent.Green;
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}
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/// <summary>
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/// Checks if the texture format is a depth, stencil or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a depth, stencil or depth-stencil format, false otherwise</returns>
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private static bool IsDepthStencil(Format format)
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{
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switch (format)
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{
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case Format.D16Unorm:
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case Format.D24UnormS8Uint:
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case Format.D24X8Unorm:
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case Format.D32Float:
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case Format.D32FloatS8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Decrements the reference count of the texture.
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/// This indicates that the texture pool is not using it anymore.
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