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video_core: add samples check when find render target
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@ -280,7 +280,7 @@ void TextureCache<P>::SynchronizeComputeDescriptors() {
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}
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template <class P>
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bool TextureCache<P>::RescaleRenderTargets(bool is_clear) {
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bool TextureCache<P>::RescaleRenderTargets() {
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auto& flags = maxwell3d->dirty.flags;
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u32 scale_rating = 0;
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bool rescaled = false;
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@ -318,13 +318,13 @@ bool TextureCache<P>::RescaleRenderTargets(bool is_clear) {
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ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
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if (flags[Dirty::ColorBuffer0 + index] || force) {
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flags[Dirty::ColorBuffer0 + index] = false;
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BindRenderTarget(&color_buffer_id, FindColorBuffer(index, is_clear));
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BindRenderTarget(&color_buffer_id, FindColorBuffer(index));
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}
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check_rescale(color_buffer_id, tmp_color_images[index]);
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}
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if (flags[Dirty::ZetaBuffer] || force) {
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flags[Dirty::ZetaBuffer] = false;
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BindRenderTarget(&render_targets.depth_buffer_id, FindDepthBuffer(is_clear));
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BindRenderTarget(&render_targets.depth_buffer_id, FindDepthBuffer());
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}
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check_rescale(render_targets.depth_buffer_id, tmp_depth_image);
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@ -389,7 +389,7 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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return;
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}
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const bool rescaled = RescaleRenderTargets(is_clear);
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const bool rescaled = RescaleRenderTargets();
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if (is_rescaling != rescaled) {
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flags[Dirty::RescaleViewports] = true;
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flags[Dirty::RescaleScissors] = true;
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@ -1658,7 +1658,7 @@ SamplerId TextureCache<P>::FindSampler(const TSCEntry& config) {
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}
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template <class P>
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ImageViewId TextureCache<P>::FindColorBuffer(size_t index, bool is_clear) {
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ImageViewId TextureCache<P>::FindColorBuffer(size_t index) {
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const auto& regs = maxwell3d->regs;
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if (index >= regs.rt_control.count) {
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return ImageViewId{};
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@ -1672,11 +1672,11 @@ ImageViewId TextureCache<P>::FindColorBuffer(size_t index, bool is_clear) {
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return ImageViewId{};
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}
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const ImageInfo info(regs.rt[index], regs.anti_alias_samples_mode);
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return FindRenderTargetView(info, gpu_addr, is_clear);
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return FindRenderTargetView(info, gpu_addr);
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}
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template <class P>
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ImageViewId TextureCache<P>::FindDepthBuffer(bool is_clear) {
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ImageViewId TextureCache<P>::FindDepthBuffer() {
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const auto& regs = maxwell3d->regs;
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if (!regs.zeta_enable) {
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return ImageViewId{};
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@ -1686,18 +1686,16 @@ ImageViewId TextureCache<P>::FindDepthBuffer(bool is_clear) {
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return ImageViewId{};
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}
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const ImageInfo info(regs.zeta, regs.zeta_size, regs.anti_alias_samples_mode);
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return FindRenderTargetView(info, gpu_addr, is_clear);
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return FindRenderTargetView(info, gpu_addr);
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}
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template <class P>
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ImageViewId TextureCache<P>::FindRenderTargetView(const ImageInfo& info, GPUVAddr gpu_addr,
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bool is_clear) {
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const auto options = is_clear ? RelaxedOptions::Samples : RelaxedOptions{};
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ImageViewId TextureCache<P>::FindRenderTargetView(const ImageInfo& info, GPUVAddr gpu_addr) {
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ImageId image_id{};
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bool delete_state = has_deleted_images;
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do {
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has_deleted_images = false;
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image_id = FindOrInsertImage(info, gpu_addr, options);
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image_id = FindOrInsertImage(info, gpu_addr);
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delete_state |= has_deleted_images;
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} while (has_deleted_images);
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has_deleted_images = delete_state;
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@ -166,9 +166,8 @@ public:
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void SynchronizeComputeDescriptors();
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/// Updates the Render Targets if they can be rescaled
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/// @param is_clear True when the render targets are being used for clears
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/// @retval True if the Render Targets have been rescaled.
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bool RescaleRenderTargets(bool is_clear);
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bool RescaleRenderTargets();
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/// Update bound render targets and upload memory if necessary
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/// @param is_clear True when the render targets are being used for clears
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@ -324,14 +323,13 @@ private:
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[[nodiscard]] SamplerId FindSampler(const TSCEntry& config);
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/// Find or create an image view for the given color buffer index
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[[nodiscard]] ImageViewId FindColorBuffer(size_t index, bool is_clear);
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[[nodiscard]] ImageViewId FindColorBuffer(size_t index);
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/// Find or create an image view for the depth buffer
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[[nodiscard]] ImageViewId FindDepthBuffer(bool is_clear);
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[[nodiscard]] ImageViewId FindDepthBuffer();
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/// Find or create a view for a render target with the given image parameters
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[[nodiscard]] ImageViewId FindRenderTargetView(const ImageInfo& info, GPUVAddr gpu_addr,
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bool is_clear);
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[[nodiscard]] ImageViewId FindRenderTargetView(const ImageInfo& info, GPUVAddr gpu_addr);
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/// Iterates over all the images in a region calling func
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template <typename Func>
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