renderer_opengl: Use block linear swizzling for CPU framebuffers
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3 changed files with 34 additions and 151 deletions
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@ -147,45 +147,43 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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const auto pixel_format{
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
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const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
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const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
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const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags;
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framebuffer_crop_rect = framebuffer.crop_rect;
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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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if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
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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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rasterizer->FlushRegion(ToCacheAddr(Memory::GetPointer(framebuffer_addr)), size_in_bytes);
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constexpr u32 linear_bpp = 4;
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VideoCore::MortonCopyPixels128(VideoCore::MortonSwizzleMode::MortonToLinear,
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framebuffer.width, framebuffer.height, bytes_per_pixel,
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linear_bpp, Memory::GetPointer(framebuffer_addr),
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gl_framebuffer_data.data());
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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 yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTextureSubImage2D(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width,
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framebuffer.height, screen_info.texture.gl_format,
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screen_info.texture.gl_type, gl_framebuffer_data.data());
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
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if (rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
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return;
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}
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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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const auto pixel_format{
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
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const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
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const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
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const auto host_ptr{Memory::GetPointer(framebuffer_addr)};
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rasterizer->FlushRegion(ToCacheAddr(host_ptr), size_in_bytes);
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// TODO(Rodrigo): Read this from HLE
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constexpr u32 block_height_log2 = 4;
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VideoCore::MortonSwizzle(VideoCore::MortonSwizzleMode::MortonToLinear, pixel_format,
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framebuffer.stride, block_height_log2, framebuffer.height, 0, 1, 1,
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gl_framebuffer_data.data(), host_ptr);
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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 yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTextureSubImage2D(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width,
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framebuffer.height, screen_info.texture.gl_format,
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screen_info.texture.gl_type, gl_framebuffer_data.data());
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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/**
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