gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.
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@ -51,9 +51,8 @@ public:
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}
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/// Attempt to use a faster method to display the framebuffer to screen
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virtual bool AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
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VAddr framebuffer_addr, u32 pixel_stride,
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ScreenInfo& screen_info) {
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virtual bool AccelerateDisplay(const Tegra::FramebufferConfig& config, VAddr framebuffer_addr,
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u32 pixel_stride, ScreenInfo& screen_info) {
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return false;
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}
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@ -468,11 +468,30 @@ bool RasterizerOpenGL::AccelerateFill(const void* config) {
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return true;
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}
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bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
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bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
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VAddr framebuffer_addr, u32 pixel_stride,
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ScreenInfo& screen_info) {
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// TODO(bunnei): ImplementMe
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return false;
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if (!framebuffer_addr) {
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return {};
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}
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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const auto& surface{res_cache.TryFindFramebufferSurface(framebuffer_addr)};
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if (!surface) {
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return {};
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}
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// Verify that the cached surface is the same size and format as the requested framebuffer
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const auto& params{surface->GetSurfaceParams()};
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const auto& pixel_format{SurfaceParams::PixelFormatFromGPUPixelFormat(config.pixel_format)};
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ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
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ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
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ASSERT_MSG(params.pixel_format == pixel_format, "Framebuffer pixel_format is different");
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screen_info.display_texture = surface->Texture().handle;
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return true;
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}
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void RasterizerOpenGL::SamplerInfo::Create() {
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@ -436,3 +436,29 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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return surface;
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}
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Surface RasterizerCacheOpenGL::TryFindFramebufferSurface(VAddr cpu_addr) const {
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// Tries to find the GPU address of a framebuffer based on the CPU address. This is because
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// final output framebuffers are specified by CPU address, but internally our GPU cache uses GPU
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// addresses. We iterate through all cached framebuffers, and compare their starting CPU address
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// to the one provided. This is obviously not great, and won't work if the framebuffer overlaps
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// surfaces.
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std::vector<Surface> surfaces;
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for (const auto& surface : surface_cache) {
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const auto& params = surface.second->GetSurfaceParams();
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const VAddr surface_cpu_addr = params.GetCpuAddr();
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if (cpu_addr >= surface_cpu_addr && cpu_addr < (surface_cpu_addr + params.size_in_bytes)) {
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ASSERT_MSG(cpu_addr == surface_cpu_addr, "overlapping surfaces are unsupported");
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surfaces.push_back(surface.second);
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}
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}
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if (surfaces.empty()) {
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return {};
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}
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ASSERT_MSG(surfaces.size() == 1, ">1 surface is unsupported");
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return surfaces[0];
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}
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@ -220,6 +220,16 @@ struct SurfaceParams {
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}
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}
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static PixelFormat PixelFormatFromGPUPixelFormat(Tegra::FramebufferConfig::PixelFormat format) {
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switch (format) {
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case Tegra::FramebufferConfig::PixelFormat::ABGR8:
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return PixelFormat::ABGR8;
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default:
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NGLOG_CRITICAL(HW_GPU, "Unimplemented format={}", static_cast<u32>(format));
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UNREACHABLE();
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}
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}
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static SurfaceType GetFormatType(PixelFormat pixel_format) {
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if (static_cast<size_t>(pixel_format) < MaxPixelFormat) {
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return SurfaceType::ColorTexture;
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@ -302,6 +312,7 @@ public:
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const MathUtil::Rectangle<s32>& viewport);
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void LoadSurface(const Surface& surface);
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void FlushSurface(const Surface& surface);
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Surface TryFindFramebufferSurface(VAddr cpu_addr) const;
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private:
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Surface GetSurface(const SurfaceParams& params);
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@ -150,7 +150,6 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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screen_info)) {
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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Memory::RasterizerFlushVirtualRegion(framebuffer_addr, size_in_bytes,
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Memory::FlushMode::Flush);
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@ -27,7 +27,7 @@ struct TextureInfo {
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/// Structure used for storing information about the display target for the Switch screen
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struct ScreenInfo {
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GLuint display_texture;
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MathUtil::Rectangle<float> display_texcoords;
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const MathUtil::Rectangle<float> display_texcoords{0.0f, 0.0f, 1.0f, 1.0f};
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TextureInfo texture;
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};
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