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Merge pull request #8276 from stenzek/adreno-efb-access
Fix CPU EFB access on Adreno with Vulkan backend
This commit is contained in:
commit
1092efa77a
6 changed files with 72 additions and 41 deletions
Source/Core/VideoCommon
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@ -129,6 +129,11 @@ AbstractTextureFormat FramebufferManager::GetEFBDepthFormat()
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return AbstractTextureFormat::D32F;
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}
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AbstractTextureFormat FramebufferManager::GetEFBDepthCopyFormat()
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{
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return AbstractTextureFormat::R32F;
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}
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static u32 CalculateEFBLayers()
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{
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return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
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@ -183,11 +188,10 @@ 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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m_efb_depth_resolve_texture = g_renderer->CreateTexture(TextureConfig(
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efb_depth_texture_config.width, efb_depth_texture_config.height, 1,
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efb_depth_texture_config.layers, 1,
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AbstractTexture::GetColorFormatForDepthFormat(efb_depth_texture_config.format),
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AbstractTextureFlag_RenderTarget));
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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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return false;
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@ -447,8 +451,7 @@ bool FramebufferManager::CompileReadbackPipelines()
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return false;
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// same for depth, except different format
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config.framebuffer_state.color_texture_format =
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AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat());
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config.framebuffer_state.color_texture_format = GetEFBDepthCopyFormat();
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m_efb_depth_cache.copy_pipeline = g_renderer->CreatePipeline(config);
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if (!m_efb_depth_cache.copy_pipeline)
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return false;
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@ -493,29 +496,39 @@ void FramebufferManager::DestroyReadbackPipelines()
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bool FramebufferManager::CreateReadbackFramebuffer()
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{
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// Since we can't partially copy from a depth buffer directly to the staging texture in D3D, we
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// use an intermediate buffer to avoid copying the whole texture.
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if ((IsUsingTiledEFBCache() && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies) ||
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g_renderer->GetEFBScale() != 1)
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if (g_renderer->GetEFBScale() != 1)
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{
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const TextureConfig color_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH,
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IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1,
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1, 1, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget);
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const TextureConfig depth_config(
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color_config.width, color_config.height, 1, 1, 1,
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AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()),
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AbstractTextureFlag_RenderTarget);
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m_efb_color_cache.texture = g_renderer->CreateTexture(color_config);
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m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config);
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if (!m_efb_color_cache.texture || !m_efb_depth_cache.texture)
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if (!m_efb_color_cache.texture)
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return false;
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m_efb_color_cache.framebuffer =
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g_renderer->CreateFramebuffer(m_efb_color_cache.texture.get(), nullptr);
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if (!m_efb_color_cache.framebuffer)
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return false;
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}
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// Since we can't partially copy from a depth buffer directly to the staging texture in D3D, we
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// use an intermediate buffer to avoid copying the whole texture.
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if ((IsUsingTiledEFBCache() && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies) ||
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!AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(),
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GetEFBDepthCopyFormat()) ||
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g_renderer->GetEFBScale() != 1)
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{
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const TextureConfig depth_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH,
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IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1,
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1, 1, GetEFBDepthCopyFormat(),
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AbstractTextureFlag_RenderTarget);
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m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config);
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if (!m_efb_depth_cache.texture)
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return false;
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m_efb_depth_cache.framebuffer =
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g_renderer->CreateFramebuffer(m_efb_depth_cache.texture.get(), nullptr);
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if (!m_efb_color_cache.framebuffer || !m_efb_depth_cache.framebuffer)
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if (!m_efb_depth_cache.framebuffer)
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return false;
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}
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@ -525,8 +538,7 @@ bool FramebufferManager::CreateReadbackFramebuffer()
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TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), 0));
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m_efb_depth_cache.readback_texture = g_renderer->CreateStagingTexture(
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StagingTextureType::Mutable,
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TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1,
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AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0));
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TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBDepthCopyFormat(), 0));
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if (!m_efb_color_cache.readback_texture || !m_efb_depth_cache.readback_texture)
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return false;
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@ -564,7 +576,10 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index)
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// Force the path through the intermediate texture, as we can't do an image copy from a depth
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// buffer directly to a staging texture (must be the whole resource).
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const bool force_intermediate_copy =
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depth && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies && IsUsingTiledEFBCache();
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depth &&
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((!g_ActiveConfig.backend_info.bSupportsPartialDepthCopies && IsUsingTiledEFBCache()) ||
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!AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(),
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GetEFBDepthCopyFormat()));
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// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
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EFBCacheData& data = depth ? m_efb_depth_cache : m_efb_color_cache;
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@ -889,21 +904,20 @@ 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 (GetEFBDepthFormat() == AbstractTextureFormat::D32F)
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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(
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depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
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depth_texture->GetLayers(), 1,
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AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0);
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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(depth_texture->GetWidth(), depth_texture->GetHeight(),
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depth_texture->GetLevels(), depth_texture->GetLayers(),
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1, AbstractTextureFormat::R32F,
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AbstractTextureFlag_RenderTarget);
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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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