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rsx: Rebuild shader texture state if we detect a silent mismatch
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parent
65685d4525
commit
26ecd88074
2 changed files with 48 additions and 11 deletions
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@ -341,23 +341,31 @@ void GLGSRender::load_texture_env()
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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const auto& tex = rsx::method_registers.fragment_textures[i];
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const auto previous_format_class = sampler_state->format_class;
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if (m_samplers_dirty || m_textures_dirty[i] || m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
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{
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if (tex.enabled())
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{
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*sampler_state = m_gl_texture_cache.upload_texture(cmd, tex, m_rtts);
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if (sampler_state->validate())
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{
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if (m_textures_dirty[i])
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{
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m_fs_sampler_states[i].apply(tex, fs_sampler_state[i].get());
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}
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else if (sampler_state->format_class != previous_format_class)
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{
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m_graphics_state |= rsx::fragment_program_state_dirty;
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}
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}
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}
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else
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{
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*sampler_state = {};
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}
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if (m_textures_dirty[i] && sampler_state->validate())
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{
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m_fs_sampler_states[i].apply(tex, fs_sampler_state[i].get());
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}
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m_textures_dirty[i] = false;
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}
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}
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@ -372,23 +380,31 @@ void GLGSRender::load_texture_env()
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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const auto& tex = rsx::method_registers.vertex_textures[i];
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const auto previous_format_class = sampler_state->format_class;
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if (m_samplers_dirty || m_vertex_textures_dirty[i] || m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
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{
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if (rsx::method_registers.vertex_textures[i].enabled())
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{
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*sampler_state = m_gl_texture_cache.upload_texture(cmd, rsx::method_registers.vertex_textures[i], m_rtts);
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if (sampler_state->validate())
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{
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if (m_vertex_textures_dirty[i])
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{
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m_vs_sampler_states[i].apply(tex, vs_sampler_state[i].get());
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}
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else if (sampler_state->format_class != previous_format_class)
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{
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m_graphics_state |= rsx::vertex_program_state_dirty;
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}
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}
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}
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else
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{
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*sampler_state = {};
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}
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if (m_vertex_textures_dirty[i] && sampler_state->validate())
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{
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m_vs_sampler_states[i].apply(tex, vs_sampler_state[i].get());
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}
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m_vertex_textures_dirty[i] = false;
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}
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}
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@ -256,6 +256,7 @@ void VKGSRender::load_texture_env()
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auto sampler_state = static_cast<vk::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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const auto& tex = rsx::method_registers.fragment_textures[i];
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const auto previous_format_class = fs_sampler_state[i]->format_class;
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if (m_samplers_dirty || m_textures_dirty[i] || !check_surface_cache_sampler(sampler_state, tex))
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{
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@ -276,6 +277,12 @@ void VKGSRender::load_texture_env()
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check_for_cyclic_refs |= true;
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}
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if (!m_textures_dirty[i] && sampler_state->format_class != previous_format_class)
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{
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// Host details changed but RSX is not aware
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m_graphics_state |= rsx::fragment_program_state_dirty;
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}
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bool replace = !fs_sampler_handles[i];
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VkFilter mag_filter;
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vk::minification_filter min_filter;
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@ -403,6 +410,7 @@ void VKGSRender::load_texture_env()
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auto sampler_state = static_cast<vk::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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const auto& tex = rsx::method_registers.vertex_textures[i];
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const auto previous_format_class = sampler_state->format_class;
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if (m_samplers_dirty || m_vertex_textures_dirty[i] || !check_surface_cache_sampler(sampler_state, tex))
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{
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@ -423,6 +431,12 @@ void VKGSRender::load_texture_env()
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check_for_cyclic_refs |= true;
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}
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if (!m_vertex_textures_dirty[i] && sampler_state->format_class != previous_format_class)
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{
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// Host details changed but RSX is not aware
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m_graphics_state |= rsx::vertex_program_state_dirty;
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}
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bool replace = !vs_sampler_handles[i];
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const VkBool32 unnormalized_coords = !!(tex.format() & CELL_GCM_TEXTURE_UN);
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const auto min_lod = tex.min_lod();
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@ -1015,10 +1029,17 @@ void VKGSRender::end()
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// Now bind the shader resources. It is important that this takes place after the barriers so that we don't end up with stale descriptors
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for (int retry = 0; retry < 3; ++retry)
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{
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if (m_samplers_dirty) [[ unlikely ]]
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if (retry > 0 && m_samplers_dirty) [[ unlikely ]]
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{
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// Reload texture env if referenced objects were invalidated during OOM handling.
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load_texture_env();
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// Do not trust fragment/vertex texture state after a texture state reset.
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// NOTE: We don't want to change the program - it's too late for that now. We just need to harmonize the state.
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m_graphics_state |= rsx::vertex_program_state_dirty | rsx::fragment_program_state_dirty;
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get_current_fragment_program(fs_sampler_state);
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get_current_vertex_program(vs_sampler_state);
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m_graphics_state.clear(rsx::pipeline_state::invalidate_pipeline_bits);
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}
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const bool out_of_memory = m_shader_interpreter.is_interpreter(m_program)
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