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author | bunnei <bunneidev@gmail.com> | 2018-08-31 02:27:23 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-08-31 19:07:28 +0200 |
commit | 7f7eb29323795d34237395a257160d69cbb08d1e (patch) | |
tree | d06ab2b0bd2f426a8fb129cea437ed99e29ed5e9 /src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | |
parent | gl_rasterizer_cache: Also use reserve cache for RecreateSurface. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | 107 |
1 files changed, 54 insertions, 53 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index b13fbd144..1965ab7d5 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -760,11 +760,7 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool pres // Look up surface in the cache based on address Surface surface{TryGet(params.addr)}; if (surface) { - if (Settings::values.use_accurate_framebuffers) { - // If use_accurate_framebuffers is enabled, always load from memory - FlushSurface(surface); - Unregister(surface); - } else if (surface->GetSurfaceParams().IsCompatibleSurface(params)) { + if (surface->GetSurfaceParams().IsCompatibleSurface(params)) { // Use the cached surface as-is return surface; } else if (preserve_contents) { @@ -818,62 +814,67 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface, return new_surface; } - auto source_format = GetFormatTuple(params.pixel_format, params.component_type); - auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type); + // When using accurate framebuffers, always copy old data to new surface, regardless of format + if (Settings::values.use_accurate_framebuffers) { + auto source_format = GetFormatTuple(params.pixel_format, params.component_type); + auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type); - size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes()); + size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes()); - // Use a Pixel Buffer Object to download the previous texture and then upload it to the new one - // using the new format. - OGLBuffer pbo; - pbo.Create(); + // Use a Pixel Buffer Object to download the previous texture and then upload it to the new + // one using the new format. + OGLBuffer pbo; + pbo.Create(); - glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle); - glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB); - if (source_format.compressed) { - glGetCompressedTextureImage(surface->Texture().handle, 0, - static_cast<GLsizei>(params.SizeInBytes()), nullptr); - } else { - glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type, - static_cast<GLsizei>(params.SizeInBytes()), nullptr); - } - // If the new texture is bigger than the previous one, we need to fill in the rest with data - // from the CPU. - if (params.SizeInBytes() < new_params.SizeInBytes()) { - // Upload the rest of the memory. - if (new_params.is_tiled) { - // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of - // the data in this case. Games like Super Mario Odyssey seem to hit this case when - // drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it - // doesn't clear it beforehand, the texture is already full of zeros. - LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during " - "reinterpretation but the texture is tiled."); + glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle); + glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB); + if (source_format.compressed) { + glGetCompressedTextureImage(surface->Texture().handle, 0, + static_cast<GLsizei>(params.SizeInBytes()), nullptr); + } else { + glGetTextureImage(surface->Texture().handle, 0, source_format.format, + source_format.type, static_cast<GLsizei>(params.SizeInBytes()), + nullptr); + } + // If the new texture is bigger than the previous one, we need to fill in the rest with data + // from the CPU. + if (params.SizeInBytes() < new_params.SizeInBytes()) { + // Upload the rest of the memory. + if (new_params.is_tiled) { + // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest + // of the data in this case. Games like Super Mario Odyssey seem to hit this case + // when drawing, it re-uses the memory of a previous texture as a bigger framebuffer + // but it doesn't clear it beforehand, the texture is already full of zeros. + LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during " + "reinterpretation but the texture is tiled."); + } + size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes(); + std::vector<u8> data(remaining_size); + Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size()); + glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, + data.data()); } - size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes(); - std::vector<u8> data(remaining_size); - Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size()); - glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data()); - } - glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); - const auto& dest_rect{new_params.GetRect()}; + const auto& dest_rect{new_params.GetRect()}; - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle); - if (dest_format.compressed) { - glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, - static_cast<GLsizei>(dest_rect.GetWidth()), - static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, - static_cast<GLsizei>(new_params.SizeInBytes()), nullptr); - } else { - glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0, - static_cast<GLsizei>(dest_rect.GetWidth()), - static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, - dest_format.type, nullptr); - } - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle); + if (dest_format.compressed) { + glCompressedTexSubImage2D( + GL_TEXTURE_2D, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()), + static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, + static_cast<GLsizei>(new_params.SizeInBytes()), nullptr); + } else { + glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0, + static_cast<GLsizei>(dest_rect.GetWidth()), + static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, + dest_format.type, nullptr); + } + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - pbo.Release(); + pbo.Release(); + } return new_surface; } |