|
@@ -1061,6 +1061,14 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
|
|
|
const u32 byte_stride{old_params.rt.layer_stride *
|
|
const u32 byte_stride{old_params.rt.layer_stride *
|
|
|
(SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
|
|
(SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
|
|
|
|
|
|
|
|
|
|
+ if (old_params.rt.array_mode != 1) {
|
|
|
|
|
+ // TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
|
|
|
|
|
+ // yet (array rendering used as a cubemap texture).
|
|
|
|
|
+ LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
|
|
|
|
|
+ UNREACHABLE();
|
|
|
|
|
+ return new_surface;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
// This seems to be used for render-to-cubemap texture
|
|
// This seems to be used for render-to-cubemap texture
|
|
|
const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
|
|
const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
|
|
|
ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");
|
|
ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");
|