renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.
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1 changed files with 25 additions and 31 deletions
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@ -140,40 +140,33 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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const u32 bpp{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
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const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
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const VAddr framebuffer_addr{framebuffer.address};
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const size_t pixel_stride{framebuffer.stride / bpp};
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
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Memory::GetPointer(framebuffer.address), gl_framebuffer_data.data(), true);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%llx(%dx%d), fmt %x", size_in_bytes,
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framebuffer.address, framebuffer.width, framebuffer.height,
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(int)framebuffer.pixel_format);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(framebuffer.stride % 4 == 0);
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framebuffer_flip_vertical = framebuffer.flip_vertical;
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if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
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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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Rasterizer()->FlushRegion(framebuffer.address, size_in_bytes);
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Rasterizer()->FlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
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VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
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Memory::GetPointer(framebuffer.address),
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gl_framebuffer_data.data(), true);
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)framebuffer.stride);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// TODO: Applications could theoretically crash yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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screen_info.texture.gl_format, screen_info.texture.gl_type,
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@ -184,6 +177,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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/**
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* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
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