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hwrasterizer: Use proper cached fb addr/size
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7497675a83
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a15f4d1590
@ -36,7 +36,7 @@ static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
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stage.GetAlphaMultiplier() == 1);
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}
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RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(0), last_fb_depth_addr(0) { }
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RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
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RasterizerOpenGL::~RasterizerOpenGL() { }
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void RasterizerOpenGL::InitObjects() {
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@ -169,16 +169,14 @@ void RasterizerOpenGL::DrawTriangles() {
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// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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* fb_color_texture.width * fb_color_texture.height;
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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* fb_depth_texture.width * fb_depth_texture.height;
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res_cache.InvalidateInRange(cur_fb_color_addr, cur_fb_color_size, true);
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res_cache.InvalidateInRange(cur_fb_depth_addr, cur_fb_depth_size, true);
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res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
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res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
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}
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void RasterizerOpenGL::FlushFramebuffer() {
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@ -291,38 +289,34 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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* fb_color_texture.width * fb_color_texture.height;
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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* fb_depth_texture.width * fb_depth_texture.height;
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// If source memory region overlaps 3DS framebuffers, commit them before the copy happens
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if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
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if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
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CommitColorBuffer();
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if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
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if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
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CommitDepthBuffer();
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}
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void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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* fb_color_texture.width * fb_color_texture.height;
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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* fb_depth_texture.width * fb_depth_texture.height;
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// If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
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if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
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if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
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ReloadColorBuffer();
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if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
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if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
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ReloadDepthBuffer();
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// Notify cache of flush in case the region touches a cached resource
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@ -514,10 +508,10 @@ void RasterizerOpenGL::SetShader() {
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void RasterizerOpenGL::SyncFramebuffer() {
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
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bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
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@ -529,10 +523,10 @@ void RasterizerOpenGL::SyncFramebuffer() {
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bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
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fb_size_changed;
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bool color_fb_modified = last_fb_color_addr != cur_fb_color_addr ||
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bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
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color_fb_prop_changed;
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bool depth_fb_modified = last_fb_depth_addr != cur_fb_depth_addr ||
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bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
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depth_fb_prop_changed;
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// Commit if framebuffer modified in any way
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@ -572,13 +566,13 @@ void RasterizerOpenGL::SyncFramebuffer() {
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// Load buffer data again if fb modified in any way
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if (color_fb_modified) {
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last_fb_color_addr = cur_fb_color_addr;
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cached_fb_color_addr = new_fb_color_addr;
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ReloadColorBuffer();
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}
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if (depth_fb_modified) {
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last_fb_depth_addr = cur_fb_depth_addr;
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cached_fb_depth_addr = new_fb_depth_addr;
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ReloadDepthBuffer();
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}
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@ -723,7 +717,7 @@ void RasterizerOpenGL::SyncDrawState() {
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MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::ReloadColorBuffer() {
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u8* color_buffer = Memory::GetPhysicalPointer(Pica::g_state.regs.framebuffer.GetColorBufferPhysicalAddress());
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u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
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if (color_buffer == nullptr)
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return;
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@ -758,13 +752,11 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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}
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void RasterizerOpenGL::ReloadDepthBuffer() {
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PAddr depth_buffer_addr = Pica::g_state.regs.framebuffer.GetDepthBufferPhysicalAddress();
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if (depth_buffer_addr == 0)
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if (cached_fb_depth_addr == 0)
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return;
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// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
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u8* depth_buffer = Memory::GetPhysicalPointer(depth_buffer_addr);
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u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
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if (depth_buffer == nullptr)
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return;
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@ -827,8 +819,8 @@ Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
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MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::CommitColorBuffer() {
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if (last_fb_color_addr != 0) {
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u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
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if (cached_fb_color_addr != 0) {
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u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
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if (color_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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@ -863,9 +855,9 @@ void RasterizerOpenGL::CommitColorBuffer() {
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}
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void RasterizerOpenGL::CommitDepthBuffer() {
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if (last_fb_depth_addr != 0) {
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if (cached_fb_depth_addr != 0) {
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// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
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u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
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u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
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if (depth_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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@ -278,8 +278,8 @@ private:
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OpenGLState state;
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PAddr last_fb_color_addr;
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PAddr last_fb_depth_addr;
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PAddr cached_fb_color_addr;
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PAddr cached_fb_depth_addr;
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// Hardware rasterizer
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std::array<SamplerInfo, 3> texture_samplers;
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