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gl_rasterizer_cache: Always blit on recreate, regardless of format.
- Fixes several rendering issues with Super Mario Odyssey.
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@ -811,16 +811,20 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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// Get a new surface with the new parameters, and blit the previous surface to it
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// Get a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{GetUncachedSurface(new_params)};
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Surface new_surface{GetUncachedSurface(new_params)};
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// If format is unchanged, we can do a faster blit without reinterpreting pixel data
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if (params.pixel_format == new_params.pixel_format ||
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if (params.pixel_format == new_params.pixel_format) {
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!Settings::values.use_accurate_framebuffers) {
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted.
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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params.GetRect(), params.type, read_framebuffer.handle,
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params.GetRect(), params.type, read_framebuffer.handle,
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draw_framebuffer.handle);
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draw_framebuffer.handle);
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return new_surface;
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} else {
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}
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// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
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// where pixels are reinterpreted as a new format (without conversion). This code path uses
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// OpenGL PBOs and is quite slow.
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// When using accurate framebuffers, always copy old data to new surface, regardless of format
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if (Settings::values.use_accurate_framebuffers) {
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auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
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auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
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auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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