renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.

This commit is contained in:
bunnei 2018-03-22 23:28:37 -04:00
parent e12c2cf8c6
commit c2c55e0811
1 changed files with 25 additions and 31 deletions

View File

@ -140,40 +140,33 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
const u32 bpp{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)}; const u32 bpp{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp}; const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
const VAddr framebuffer_addr{framebuffer.address}; const VAddr framebuffer_addr{framebuffer.address};
const size_t pixel_stride{framebuffer.stride / bpp};
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
ASSERT(pixel_stride * bpp == framebuffer.stride);
MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
Memory::GetPointer(framebuffer.address), gl_framebuffer_data.data(), true);
LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%llx(%dx%d), fmt %x", size_in_bytes,
framebuffer.address, framebuffer.width, framebuffer.height,
(int)framebuffer.pixel_format);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4. // only allows rows to have a memory alignement of 4.
ASSERT(framebuffer.stride % 4 == 0); ASSERT(framebuffer.stride % 4 == 0);
framebuffer_flip_vertical = framebuffer.flip_vertical; if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
screen_info)) {
// Reset the screen info's display texture to its own permanent texture // Reset the screen info's display texture to its own permanent texture
screen_info.display_texture = screen_info.texture.resource.handle; screen_info.display_texture = screen_info.texture.resource.handle;
screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f); screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
Rasterizer()->FlushRegion(framebuffer.address, size_in_bytes); Rasterizer()->FlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
Memory::GetPointer(framebuffer.address),
gl_framebuffer_data.data(), true);
state.texture_units[0].texture_2d = screen_info.texture.resource.handle; state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
state.Apply(); state.Apply();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)framebuffer.stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
// Update existing texture // Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
// they differ from the LCD resolution. // they differ from the LCD resolution.
// TODO: Applications could theoretically crash Citra here by specifying too large // TODO: Applications could theoretically crash yuzu here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen. // framebuffer sizes. We should make sure that this cannot happen.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
screen_info.texture.gl_format, screen_info.texture.gl_type, screen_info.texture.gl_format, screen_info.texture.gl_type,
@ -184,6 +177,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
state.texture_units[0].texture_2d = 0; state.texture_units[0].texture_2d = 0;
state.Apply(); state.Apply();
} }
}
/** /**
* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can