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gl_buffer_cache: Use unorm internal formats for snorm texture buffer views
Fixes black textures in UE4 games
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5befc0bf87
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@ -25,6 +25,25 @@ constexpr std::array PROGRAM_LUT{
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GL_VERTEX_PROGRAM_NV, GL_TESS_CONTROL_PROGRAM_NV, GL_TESS_EVALUATION_PROGRAM_NV,
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GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
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};
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[[nodiscard]] GLenum GetTextureBufferFormat(GLenum gl_format) {
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switch (gl_format) {
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case GL_RGBA8_SNORM:
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return GL_RGBA8;
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case GL_R8_SNORM:
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return GL_R8;
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case GL_RGBA16_SNORM:
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return GL_RGBA16;
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case GL_R16_SNORM:
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return GL_R16;
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case GL_RG16_SNORM:
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return GL_RG16;
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case GL_RG8_SNORM:
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return GL_RG8;
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default:
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return gl_format;
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}
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}
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} // Anonymous namespace
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Buffer::Buffer(BufferCacheRuntime&, VideoCommon::NullBufferParams null_params)
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@ -76,7 +95,11 @@ GLuint Buffer::View(u32 offset, u32 size, PixelFormat format) {
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OGLTexture texture;
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texture.Create(GL_TEXTURE_BUFFER);
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const GLenum gl_format{MaxwellToGL::GetFormatTuple(format).internal_format};
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glTextureBufferRange(texture.handle, gl_format, buffer.handle, offset, size);
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const GLenum texture_format{GetTextureBufferFormat(gl_format)};
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if (texture_format != gl_format) {
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LOG_WARNING(Render_OpenGL, "Emulating SNORM texture buffer with UNORM.");
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}
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glTextureBufferRange(texture.handle, texture_format, buffer.handle, offset, size);
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views.push_back({
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.offset = offset,
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.size = size,
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