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FramebufferManager: Fix broken EFB peeks in GL with MSAA on
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@ -231,7 +231,6 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
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// It's not valid to resolve an out-of-range rectangle.
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MathUtil::Rectangle<int> clamped_region = region;
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clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
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clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
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// Resolve to our already-created texture.
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for (u32 layer = 0; layer < GetEFBLayers(); layer++)
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@ -255,7 +254,6 @@ AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rect
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// It's not valid to resolve an out-of-range rectangle.
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MathUtil::Rectangle<int> clamped_region = region;
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clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
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clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
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m_efb_depth_texture->FinishedRendering();
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g_renderer->BeginUtilityDrawing();
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@ -2306,9 +2306,11 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
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}
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const auto scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
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const auto framebuffer_rect = g_renderer->ConvertFramebufferRectangle(
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scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
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AbstractTexture* src_texture =
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is_depth_copy ? g_framebuffer_manager->ResolveEFBDepthTexture(scaled_src_rect) :
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g_framebuffer_manager->ResolveEFBColorTexture(scaled_src_rect);
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is_depth_copy ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
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g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);
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g_renderer->BeginUtilityDrawing();
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@ -2324,8 +2326,6 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
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u32 padding;
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};
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Uniforms uniforms;
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const auto framebuffer_rect = g_renderer->ConvertFramebufferRectangle(
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scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
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const float rcp_efb_width = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBWidth());
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const float rcp_efb_height = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBHeight());
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uniforms.src_left = framebuffer_rect.left * rcp_efb_width;
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@ -2372,9 +2372,11 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
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}
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const auto scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
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const auto framebuffer_rect = g_renderer->ConvertFramebufferRectangle(
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scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
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AbstractTexture* src_texture =
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params.depth ? g_framebuffer_manager->ResolveEFBDepthTexture(scaled_src_rect) :
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g_framebuffer_manager->ResolveEFBColorTexture(scaled_src_rect);
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params.depth ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
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g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);
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g_renderer->BeginUtilityDrawing();
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@ -2390,8 +2392,6 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
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u32 padding;
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};
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Uniforms encoder_params;
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const auto framebuffer_rect = g_renderer->ConvertFramebufferRectangle(
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scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
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const float rcp_efb_height = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBHeight());
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encoder_params.position_uniform[0] = src_rect.left;
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encoder_params.position_uniform[1] = src_rect.top;
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