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https://github.com/yuzu-emu/yuzu-android.git
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Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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commit
ca58929eb0
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@ -304,7 +304,8 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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}
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
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bool using_depth_fb) {
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bool using_depth_fb,
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bool preserve_contents) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
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@ -327,7 +328,7 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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std::tie(color_surface, depth_surface, surfaces_rect) =
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb);
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents);
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const MathUtil::Rectangle<u32> draw_rect{
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@ -390,7 +391,7 @@ void RasterizerOpenGL::Clear() {
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(use_color_fb, use_depth_fb);
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
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// TODO(Subv): Support clearing only partial colors.
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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@ -445,7 +446,7 @@ void RasterizerOpenGL::DrawArrays() {
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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SyncDepthTestState();
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SyncBlendState();
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@ -87,7 +87,8 @@ private:
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/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
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/// surfaces if writing was enabled.
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std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb);
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std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
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bool preserve_contents);
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/// Binds the framebuffer color and depth surface
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void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
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@ -686,7 +686,8 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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}
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb,
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bool using_depth_fb) {
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bool using_depth_fb,
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bool preserve_contents) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): This is hard corded to use just the first render buffer
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@ -708,7 +709,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
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MathUtil::Rectangle<u32> color_rect{};
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Surface color_surface;
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if (using_color_fb) {
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color_surface = GetSurface(color_params);
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color_surface = GetSurface(color_params, preserve_contents);
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if (color_surface) {
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color_rect = color_surface->GetSurfaceParams().GetRect();
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}
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@ -717,7 +718,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
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MathUtil::Rectangle<u32> depth_rect{};
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Surface depth_surface;
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if (using_depth_fb) {
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depth_surface = GetSurface(depth_params);
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depth_surface = GetSurface(depth_params, preserve_contents);
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if (depth_surface) {
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depth_rect = depth_surface->GetSurfaceParams().GetRect();
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}
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@ -752,7 +753,7 @@ void RasterizerCacheOpenGL::FlushSurface(const Surface& surface) {
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surface->FlushGLBuffer();
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}
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Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool preserve_contents) {
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if (params.addr == 0 || params.height * params.width == 0) {
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return {};
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}
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@ -774,9 +775,13 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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} else if (surface->GetSurfaceParams().IsCompatibleSurface(params)) {
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// Use the cached surface as-is
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return surface;
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} else {
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// If surface parameters changed, recreate the surface from the old one
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} else if (preserve_contents) {
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// If surface parameters changed and we care about keeping the previous data, recreate
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// the surface from the old one
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return RecreateSurface(surface, params);
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} else {
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// Delete the old surface before creating a new one to prevent collisions.
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UnregisterSurface(surface);
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}
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}
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@ -793,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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// Verify surface is compatible for blitting
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const auto& params{surface->GetSurfaceParams()};
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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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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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draw_framebuffer.handle);
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auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
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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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UnregisterSurface(surface);
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@ -722,7 +722,8 @@ public:
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Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
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/// Get the color and depth surfaces based on the framebuffer configuration
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SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb);
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SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb,
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bool preserve_contents);
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/// Flushes the surface to Switch memory
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void FlushSurface(const Surface& surface);
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@ -738,7 +739,7 @@ public:
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private:
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void LoadSurface(const Surface& surface);
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Surface GetSurface(const SurfaceParams& params);
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Surface GetSurface(const SurfaceParams& params, bool preserve_contents = true);
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/// Recreates a surface with new parameters
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Surface RecreateSurface(const Surface& surface, const SurfaceParams& new_params);
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