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https://github.com/yuzu-emu/yuzu.git
synced 2024-11-23 01:35:38 +01:00
gl_texture_cache: Simplify scaling
We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down. Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
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@ -696,6 +696,7 @@ void Image::UploadMemory(const ImageBufferMap& map,
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const bool is_rescaled = True(flags & ImageFlagBits::Rescaled);
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if (is_rescaled) {
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ScaleDown();
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scale_backup.Release();
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, map.buffer);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, map.offset, unswizzled_size_bytes);
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@ -727,6 +728,7 @@ void Image::DownloadMemory(ImageBufferMap& map,
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const bool is_rescaled = True(flags & ImageFlagBits::Rescaled);
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if (is_rescaled) {
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ScaleDown();
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scale_backup.Release();
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, map.buffer);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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@ -881,17 +883,11 @@ void Image::CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t b
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}
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}
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bool Image::Scale(bool scale_src, bool scale_dst) {
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if (!runtime->is_rescaling_on) {
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return false;
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}
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if (gl_format == 0 && gl_type == 0) {
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// compressed textures
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return false;
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}
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if (info.type == ImageType::Linear) {
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UNIMPLEMENTED();
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return false;
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bool Image::Scale() {
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if (scale_backup.handle) {
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// This was a texture which was scaled previously, no need to repeat scaling
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std::swap(texture, scale_backup);
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return true;
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}
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const GLenum attachment = [this] {
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switch (GetFormatType(info.format)) {
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@ -924,41 +920,36 @@ bool Image::Scale(bool scale_src, bool scale_dst) {
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const auto& resolution = runtime->resolution;
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const u32 up = resolution.up_scale;
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const u32 down = resolution.down_shift;
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const auto scale = [&](u32 value) { return std::max<u32>((value * up) >> down, 1U); };
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const auto scale_up = [&](u32 value) { return std::max<u32>((value * up) >> down, 1U); };
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const u32 scaled_width = scale_up(info.size.width);
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const u32 scaled_height = is_2d ? scale_up(info.size.height) : info.size.height;
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const u32 scaled_width = scale(info.size.width);
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const u32 scaled_height = is_2d ? scale(info.size.height) : info.size.height;
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const u32 original_width = info.size.width;
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const u32 original_height = info.size.height;
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const u32 src_width = scale_src ? scaled_width : original_width;
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const u32 src_height = scale_src ? scaled_height : original_height;
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const u32 dst_width = scale_dst ? scaled_width : original_width;
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const u32 dst_height = scale_dst ? scaled_height : original_height;
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auto dst_info = info;
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dst_info.size.width = dst_width;
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dst_info.size.height = dst_height;
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auto dst_texture = MakeImage(dst_info, gl_internal_format);
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dst_info.size.width = scaled_width;
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dst_info.size.height = scaled_height;
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scale_backup = MakeImage(dst_info, gl_internal_format);
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const GLuint read_fbo = runtime->rescale_read_fbo.handle;
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const GLuint draw_fbo = runtime->rescale_draw_fbo.handle;
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for (s32 layer = 0; layer < info.resources.layers; ++layer) {
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for (s32 level = 0; level < info.resources.levels; ++level) {
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const u32 src_level_width = std::max(1u, src_width >> level);
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const u32 src_level_height = std::max(1u, src_height >> level);
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const u32 dst_level_width = std::max(1u, dst_width >> level);
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const u32 dst_level_height = std::max(1u, dst_height >> level);
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const u32 src_level_width = std::max(1u, original_width >> level);
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const u32 src_level_height = std::max(1u, original_height >> level);
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const u32 dst_level_width = std::max(1u, scaled_width >> level);
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const u32 dst_level_height = std::max(1u, scaled_height >> level);
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glNamedFramebufferTextureLayer(read_fbo, attachment, texture.handle, level, layer);
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glNamedFramebufferTextureLayer(draw_fbo, attachment, dst_texture.handle, level, layer);
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glNamedFramebufferTextureLayer(draw_fbo, attachment, scale_backup.handle, level, layer);
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glBlitNamedFramebuffer(read_fbo, draw_fbo, 0, 0, src_level_width, src_level_height, 0,
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0, dst_level_width, dst_level_height, mask, filter);
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glNamedFramebufferTextureLayer(read_fbo, attachment, 0, level, layer);
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glNamedFramebufferTextureLayer(draw_fbo, attachment, 0, level, layer);
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}
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}
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texture = std::move(dst_texture);
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std::swap(texture, scale_backup);
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return true;
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}
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@ -966,16 +957,32 @@ bool Image::ScaleUp() {
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if (True(flags & ImageFlagBits::Rescaled)) {
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return false;
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}
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if (!runtime->is_rescaling_on) {
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return false;
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}
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if (gl_format == 0 && gl_type == 0) {
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// compressed textures
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return false;
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}
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if (info.type == ImageType::Linear) {
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UNIMPLEMENTED();
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return false;
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}
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flags |= ImageFlagBits::Rescaled;
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return Scale(false, true);
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return Scale();
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}
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bool Image::ScaleDown() {
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if (False(flags & ImageFlagBits::Rescaled)) {
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return false;
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}
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if (!scale_backup.handle) {
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LOG_ERROR(Render_OpenGL, "Downscaling an upscaled texture that didn't backup original");
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return false;
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}
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flags &= ~ImageFlagBits::Rescaled;
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return Scale(true, false);
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std::swap(texture, scale_backup);
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return true;
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}
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ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewInfo& info,
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@ -203,9 +203,10 @@ private:
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void CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset);
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bool Scale(bool scale_src, bool scale_dst);
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bool Scale();
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OGLTexture texture;
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OGLTexture scale_backup;
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OGLTextureView store_view;
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GLenum gl_internal_format = GL_NONE;
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GLenum gl_format = GL_NONE;
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