Handle mismatching texture size with copy dependencies (#4364)
* Handle mismatching texture size with copy dependencies * Create copy and render textures with the minimum possible size * Only align width for comparisons, assume that height is always exact * Fix IsExactMatch size check * Allow sampler and copy textures to match textures with larger width * Delete texture ChangeSize related code * Move AdjustSize to TextureInfo and give it a better name, adjust usages * Fix GetMinimumWidthInGob when minimumWidth > width * Only update render targets that are actually cleared for clear Avoids creating textures with incorrect sizes * Delete UpdateRenderTargetState method that is not needed anymore Clears now only ever sets the render targets that will be cleared rather than all of them
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12 changed files with 271 additions and 406 deletions
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@ -725,10 +725,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return;
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}
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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uint componentMask = (uint)((argument >> 2) & 0xf);
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int index = (argument >> 6) & 0xf;
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int layer = (argument >> 10) & 0x3ff;
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
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RenderTargetUpdateFlags updateFlags = RenderTargetUpdateFlags.SingleColor;
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if (layer != 0 || layerCount > 1)
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{
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updateFlags |= RenderTargetUpdateFlags.Layered;
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}
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if (clearDepth || clearStencil)
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{
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updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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@ -788,18 +803,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.SetScissors(scissors);
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}
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if (clipMismatch)
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{
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_channel.TextureManager.UpdateRenderTarget(index);
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}
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else
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{
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_channel.TextureManager.UpdateRenderTargets();
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}
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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uint componentMask = (uint)((argument >> 2) & 0xf);
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_channel.TextureManager.UpdateRenderTargets();
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if (componentMask != 0)
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{
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@ -841,7 +845,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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engine.UpdateScissorState();
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}
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engine.UpdateRenderTargetState(useControl: true);
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engine.UpdateRenderTargetState(RenderTargetUpdateFlags.UpdateAll);
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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