gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.
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		| @@ -432,16 +432,6 @@ void RasterizerOpenGL::Clear() { | ||||
|     glClearStencil(regs.clear_stencil); | ||||
|  | ||||
|     glClear(clear_mask); | ||||
|  | ||||
|     // Mark framebuffer surfaces as dirty | ||||
|     if (Settings::values.use_accurate_framebuffers) { | ||||
|         if (dirty_color_surface != nullptr) { | ||||
|             res_cache.FlushSurface(dirty_color_surface); | ||||
|         } | ||||
|         if (dirty_depth_surface != nullptr) { | ||||
|             res_cache.FlushSurface(dirty_depth_surface); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, | ||||
| @@ -557,16 +547,6 @@ void RasterizerOpenGL::DrawArrays() { | ||||
|         texture_unit.Unbind(); | ||||
|     } | ||||
|     state.Apply(); | ||||
|  | ||||
|     // Mark framebuffer surfaces as dirty | ||||
|     if (Settings::values.use_accurate_framebuffers) { | ||||
|         if (dirty_color_surface != nullptr) { | ||||
|             res_cache.FlushSurface(dirty_color_surface); | ||||
|         } | ||||
|         if (dirty_depth_surface != nullptr) { | ||||
|             res_cache.FlushSurface(dirty_depth_surface); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {} | ||||
|   | ||||
| @@ -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) { | ||||
| @@ -818,63 +814,68 @@ 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); | ||||
|         } | ||||
|         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()); | ||||
|         // 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()); | ||||
|         } | ||||
|  | ||||
|         glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); | ||||
|  | ||||
|         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); | ||||
|  | ||||
|         pbo.Release(); | ||||
|     } | ||||
|  | ||||
|     glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); | ||||
|  | ||||
|     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); | ||||
|  | ||||
|     pbo.Release(); | ||||
|  | ||||
|     return new_surface; | ||||
| } | ||||
|  | ||||
|   | ||||
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