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Merge pull request #8827 from stenzek/adreno-more-like-brokenreno
FramebufferManager: Fix invalid readback of EFB D24S8 depth
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commit
b4e063311e
@ -190,11 +190,18 @@ bool FramebufferManager::CreateEFBFramebuffer()
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m_efb_resolve_color_texture = g_renderer->CreateTexture(
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TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1,
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efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0));
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if (!m_efb_resolve_color_texture)
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return false;
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}
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// We also need one to convert the D24S8 to R32F if that is being used (Adreno).
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if (g_ActiveConfig.MultisamplingEnabled() || GetEFBDepthFormat() != AbstractTextureFormat::R32F)
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{
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m_efb_depth_resolve_texture = g_renderer->CreateTexture(
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TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1,
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efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(),
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AbstractTextureFlag_RenderTarget));
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if (!m_efb_resolve_color_texture || !m_efb_depth_resolve_texture)
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if (!m_efb_depth_resolve_texture)
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return false;
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m_efb_depth_resolve_framebuffer =
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@ -248,10 +255,14 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
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return m_efb_resolve_color_texture.get();
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}
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AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region)
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AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region,
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bool force_r32f)
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{
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if (!IsEFBMultisampled())
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if (!IsEFBMultisampled() || !force_r32f ||
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m_efb_depth_texture->GetFormat() == AbstractTextureFormat::R32F)
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{
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return m_efb_depth_texture.get();
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}
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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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@ -900,7 +911,7 @@ void FramebufferManager::DoSaveState(PointerWrap& p)
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// This won't be bit-exact when loading, which could cause interesting rendering side-effects for
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// a frame. But whatever, MSAA doesn't exactly behave that well anyway.
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AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect());
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AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect());
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AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect(), true);
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// We don't want to save these as rendertarget textures, just the data itself when deserializing.
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const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(),
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@ -908,39 +919,10 @@ void FramebufferManager::DoSaveState(PointerWrap& p)
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1, GetEFBColorFormat(), 0);
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g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
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if (AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(),
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GetEFBDepthCopyFormat()))
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{
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const TextureConfig depth_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
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depth_texture->GetLevels(), depth_texture->GetLayers(),
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1, GetEFBDepthCopyFormat(), 0);
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g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
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}
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else
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{
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// If the EFB is backed by a D24S8 texture, we first have to convert it to R32F.
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const TextureConfig temp_texture_config(
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depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
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depth_texture->GetLayers(), 1, GetEFBDepthCopyFormat(), AbstractTextureFlag_RenderTarget);
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std::unique_ptr<AbstractTexture> temp_texture = g_renderer->CreateTexture(temp_texture_config);
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std::unique_ptr<AbstractFramebuffer> temp_fb =
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g_renderer->CreateFramebuffer(temp_texture.get(), nullptr);
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if (temp_texture && temp_fb)
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{
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g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture,
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depth_texture->GetRect());
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const TextureConfig depth_texture_config(
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depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
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depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0);
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g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
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}
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else
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{
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PanicAlert("Failed to create temp texture for depth saving");
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g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
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}
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}
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const TextureConfig depth_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
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depth_texture->GetLevels(), depth_texture->GetLayers(),
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1, GetEFBDepthCopyFormat(), 0);
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g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
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}
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void FramebufferManager::DoLoadState(PointerWrap& p)
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@ -74,7 +74,8 @@ public:
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// Resolve color/depth textures to a non-msaa texture, and return it.
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AbstractTexture* ResolveEFBColorTexture(const MathUtil::Rectangle<int>& region);
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AbstractTexture* ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region);
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AbstractTexture* ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region,
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bool force_r32f = false);
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// Reinterpret pixel format of EFB color texture.
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// Assumes no render pass is currently in progress.
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