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Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.
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@ -798,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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// Verify surface is compatible for blitting
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// Verify surface is compatible for blitting
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const auto& params{surface->GetSurfaceParams()};
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const auto& params{surface->GetSurfaceParams()};
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ASSERT(params.type == new_params.type);
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ASSERT(params.type == new_params.type);
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ASSERT_MSG(params.GetCompressionFactor(params.pixel_format) == 1,
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"Compressed texture reinterpretation is not supported");
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// Create a new surface with the new parameters, and blit the previous surface to it
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// Create a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{std::make_shared<CachedSurface>(new_params)};
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Surface new_surface{std::make_shared<CachedSurface>(new_params)};
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
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auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
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draw_framebuffer.handle);
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auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
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// Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
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// using the new format.
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OGLBuffer pbo;
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pbo.Create();
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glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
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params.SizeInBytes(), nullptr);
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// If the new texture is bigger than the previous one, we need to fill in the rest with data
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// from the CPU.
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if (params.SizeInBytes() < new_params.SizeInBytes()) {
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// Upload the rest of the memory.
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if (new_params.is_tiled) {
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// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of
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// the data in this case. Games like Super Mario Odyssey seem to hit this case when
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// drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it
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// doesn't clear it beforehand, the texture is already full of zeros.
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LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
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"reinterpretation but the texture is tiled.");
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}
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size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
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auto address = Core::System::GetInstance().GPU().memory_manager->GpuToCpuAddress(
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new_params.addr + params.SizeInBytes());
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std::vector<u8> data(remaining_size);
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Memory::ReadBlock(*address, data.data(), data.size());
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glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data());
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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const auto& dest_rect{new_params.GetRect()};
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
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glTextureSubImage2D(
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new_surface->Texture().handle, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()),
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static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, dest_format.type, nullptr);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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pbo.Release();
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// Update cache accordingly
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// Update cache accordingly
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UnregisterSurface(surface);
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UnregisterSurface(surface);
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