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.
This commit is contained in:
parent
3fe77be392
commit
d7c68fbb12
|
@ -798,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
|
||||||
// Verify surface is compatible for blitting
|
// Verify surface is compatible for blitting
|
||||||
const auto& params{surface->GetSurfaceParams()};
|
const auto& params{surface->GetSurfaceParams()};
|
||||||
ASSERT(params.type == new_params.type);
|
ASSERT(params.type == new_params.type);
|
||||||
|
ASSERT_MSG(params.GetCompressionFactor(params.pixel_format) == 1,
|
||||||
|
"Compressed texture reinterpretation is not supported");
|
||||||
|
|
||||||
// Create a new surface with the new parameters, and blit the previous surface to it
|
// Create a new surface with the new parameters, and blit the previous surface to it
|
||||||
Surface new_surface{std::make_shared<CachedSurface>(new_params)};
|
Surface new_surface{std::make_shared<CachedSurface>(new_params)};
|
||||||
BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
|
|
||||||
new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
|
auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
|
||||||
draw_framebuffer.handle);
|
auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
|
||||||
|
|
||||||
|
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();
|
||||||
|
|
||||||
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
|
||||||
|
glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
|
||||||
|
glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
|
||||||
|
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();
|
||||||
|
auto address = Core::System::GetInstance().GPU().memory_manager->GpuToCpuAddress(
|
||||||
|
new_params.addr + params.SizeInBytes());
|
||||||
|
std::vector<u8> data(remaining_size);
|
||||||
|
Memory::ReadBlock(*address, 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);
|
||||||
|
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();
|
||||||
|
|
||||||
// Update cache accordingly
|
// Update cache accordingly
|
||||||
UnregisterSurface(surface);
|
UnregisterSurface(surface);
|
||||||
|
|
Loading…
Reference in New Issue