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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-22 22:45:40 +01:00
gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.
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parent
123c065086
commit
7f7eb29323
@ -432,16 +432,6 @@ void RasterizerOpenGL::Clear() {
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glClearStencil(regs.clear_stencil);
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glClear(clear_mask);
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// Mark framebuffer surfaces as dirty
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if (Settings::values.use_accurate_framebuffers) {
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if (dirty_color_surface != nullptr) {
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res_cache.FlushSurface(dirty_color_surface);
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}
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if (dirty_depth_surface != nullptr) {
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res_cache.FlushSurface(dirty_depth_surface);
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}
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}
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}
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std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
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@ -557,16 +547,6 @@ void RasterizerOpenGL::DrawArrays() {
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texture_unit.Unbind();
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}
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state.Apply();
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// Mark framebuffer surfaces as dirty
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if (Settings::values.use_accurate_framebuffers) {
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if (dirty_color_surface != nullptr) {
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res_cache.FlushSurface(dirty_color_surface);
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}
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if (dirty_depth_surface != nullptr) {
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res_cache.FlushSurface(dirty_depth_surface);
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}
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}
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}
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void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
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@ -760,11 +760,7 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool pres
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// Look up surface in the cache based on address
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Surface surface{TryGet(params.addr)};
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if (surface) {
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if (Settings::values.use_accurate_framebuffers) {
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// If use_accurate_framebuffers is enabled, always load from memory
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FlushSurface(surface);
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Unregister(surface);
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} else if (surface->GetSurfaceParams().IsCompatibleSurface(params)) {
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if (surface->GetSurfaceParams().IsCompatibleSurface(params)) {
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// Use the cached surface as-is
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return surface;
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} else if (preserve_contents) {
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@ -818,63 +814,68 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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return new_surface;
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}
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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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// 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 dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
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size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
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// Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
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// using the new format.
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OGLBuffer pbo;
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pbo.Create();
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// Use a Pixel Buffer Object to download the previous texture and then upload it to the new
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// one using the new format.
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OGLBuffer pbo;
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pbo.Create();
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glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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if (source_format.compressed) {
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glGetCompressedTextureImage(surface->Texture().handle, 0,
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static_cast<GLsizei>(params.SizeInBytes()), nullptr);
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} else {
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glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
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static_cast<GLsizei>(params.SizeInBytes()), nullptr);
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}
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// If the new texture is bigger than the previous one, we need to fill in the rest with data
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// from the CPU.
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if (params.SizeInBytes() < new_params.SizeInBytes()) {
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// Upload the rest of the memory.
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if (new_params.is_tiled) {
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// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of
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// the data in this case. Games like Super Mario Odyssey seem to hit this case when
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// drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it
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// doesn't clear it beforehand, the texture is already full of zeros.
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LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
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"reinterpretation but the texture is tiled.");
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glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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if (source_format.compressed) {
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glGetCompressedTextureImage(surface->Texture().handle, 0,
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static_cast<GLsizei>(params.SizeInBytes()), nullptr);
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} else {
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glGetTextureImage(surface->Texture().handle, 0, source_format.format,
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source_format.type, static_cast<GLsizei>(params.SizeInBytes()),
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nullptr);
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}
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size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
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std::vector<u8> data(remaining_size);
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Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size());
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glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data());
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// If the new texture is bigger than the previous one, we need to fill in the rest with data
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// from the CPU.
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if (params.SizeInBytes() < new_params.SizeInBytes()) {
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// Upload the rest of the memory.
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if (new_params.is_tiled) {
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// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
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// of the data in this case. Games like Super Mario Odyssey seem to hit this case
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// when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
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// but it doesn't clear it beforehand, the texture is already full of zeros.
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LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
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"reinterpretation but the texture is tiled.");
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}
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size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
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std::vector<u8> data(remaining_size);
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Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size());
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glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size,
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data.data());
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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const auto& dest_rect{new_params.GetRect()};
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
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if (dest_format.compressed) {
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glCompressedTexSubImage2D(
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GL_TEXTURE_2D, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()),
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static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
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static_cast<GLsizei>(new_params.SizeInBytes()), nullptr);
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} else {
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glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0,
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static_cast<GLsizei>(dest_rect.GetWidth()),
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static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
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dest_format.type, nullptr);
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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pbo.Release();
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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const auto& dest_rect{new_params.GetRect()};
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
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if (dest_format.compressed) {
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glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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static_cast<GLsizei>(dest_rect.GetWidth()),
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static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
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static_cast<GLsizei>(new_params.SizeInBytes()), nullptr);
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} else {
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glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0,
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static_cast<GLsizei>(dest_rect.GetWidth()),
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static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
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dest_format.type, nullptr);
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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pbo.Release();
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return new_surface;
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}
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