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texture_cache: Handle overlaps with multiple subresources
Implement more surface reconstruct cases. Allow overlaps with more than one layer and mipmap and copies all of them to the new texture. - Fixes textures moving around objects on Xenoblade games
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1bb3122c1f
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5b37cecd76
@ -652,45 +652,54 @@ private:
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**/
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std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr) {
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GPUVAddr gpu_addr) {
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if (params.target == SurfaceTarget::Texture3D) {
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return {};
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return std::nullopt;
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}
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bool modified = false;
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TSurface new_surface = GetUncachedSurface(gpu_addr, params);
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u32 passed_tests = 0;
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std::size_t passed_tests = 0;
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bool modified = false;
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for (auto& surface : overlaps) {
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const SurfaceParams& src_params = surface->GetSurfaceParams();
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if (src_params.is_layered || src_params.num_levels > 1) {
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// We send this cases to recycle as they are more complex to handle
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return {};
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}
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const std::size_t candidate_size = surface->GetSizeInBytes();
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auto mipmap_layer{new_surface->GetLayerMipmap(surface->GetGpuAddr())};
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const auto mipmap_layer{new_surface->GetLayerMipmap(surface->GetGpuAddr())};
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if (!mipmap_layer) {
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continue;
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}
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const auto [layer, mipmap] = *mipmap_layer;
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if (new_surface->GetMipmapSize(mipmap) != candidate_size) {
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const auto [base_layer, base_mipmap] = *mipmap_layer;
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if (new_surface->GetMipmapSize(base_mipmap) != surface->GetMipmapSize(0)) {
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continue;
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}
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// Copy all mipmaps and layers
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const u32 block_width = params.GetDefaultBlockWidth();
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const u32 block_height = params.GetDefaultBlockHeight();
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for (u32 mipmap = base_mipmap; mipmap < base_mipmap + src_params.num_levels; ++mipmap) {
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const u32 width = SurfaceParams::IntersectWidth(src_params, params, 0, mipmap);
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const u32 height = SurfaceParams::IntersectHeight(src_params, params, 0, mipmap);
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if (width < block_width || height < block_height) {
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// Current APIs forbid copying small compressed textures, avoid errors
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break;
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}
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const CopyParams copy_params(0, 0, 0, 0, 0, base_layer, 0, mipmap, width, height,
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src_params.depth);
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ImageCopy(surface, new_surface, copy_params);
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}
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++passed_tests;
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modified |= surface->IsModified();
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// Now we got all the data set up
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const u32 width = SurfaceParams::IntersectWidth(src_params, params, 0, mipmap);
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const u32 height = SurfaceParams::IntersectHeight(src_params, params, 0, mipmap);
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const CopyParams copy_params(0, 0, 0, 0, 0, layer, 0, mipmap, width, height, 1);
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passed_tests++;
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ImageCopy(surface, new_surface, copy_params);
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}
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if (passed_tests == 0) {
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return {};
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// In Accurate GPU all tests should pass, else we recycle
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} else if (Settings::IsGPULevelExtreme() && passed_tests != overlaps.size()) {
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return {};
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return std::nullopt;
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}
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if (Settings::IsGPULevelExtreme() && passed_tests != overlaps.size()) {
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// In Accurate GPU all tests should pass, else we recycle
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return std::nullopt;
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}
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for (const auto& surface : overlaps) {
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Unregister(surface);
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}
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new_surface->MarkAsModified(modified, Tick());
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Register(new_surface);
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return {{new_surface, new_surface->GetMainView()}};
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@ -868,12 +877,9 @@ private:
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// two things either the candidate surface is a supertexture of the overlap
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// or they don't match in any known way.
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if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
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if (current_surface->GetGpuAddr() == gpu_addr) {
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std::optional<std::pair<TSurface, TView>> view =
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TryReconstructSurface(overlaps, params, gpu_addr);
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if (view) {
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return *view;
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}
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const std::optional view = TryReconstructSurface(overlaps, params, gpu_addr);
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if (view) {
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return *view;
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}
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents,
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MatchTopologyResult::FullMatch);
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