Merge pull request #1121 from Subv/tex_reinterpret

Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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bunnei 2018-08-21 01:06:40 -04:00 committed by GitHub
commit ca58929eb0
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4 changed files with 70 additions and 16 deletions

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@ -304,7 +304,8 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
}
std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
bool using_depth_fb) {
bool using_depth_fb,
bool preserve_contents) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
@ -327,7 +328,7 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
Surface depth_surface;
MathUtil::Rectangle<u32> surfaces_rect;
std::tie(color_surface, depth_surface, surfaces_rect) =
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb);
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents);
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
const MathUtil::Rectangle<u32> draw_rect{
@ -390,7 +391,7 @@ void RasterizerOpenGL::Clear() {
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(use_color_fb, use_depth_fb);
ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
// TODO(Subv): Support clearing only partial colors.
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
@ -445,7 +446,7 @@ void RasterizerOpenGL::DrawArrays() {
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
SyncDepthTestState();
SyncBlendState();

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@ -87,7 +87,8 @@ private:
/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
/// surfaces if writing was enabled.
std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb);
std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
bool preserve_contents);
/// Binds the framebuffer color and depth surface
void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,

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@ -686,7 +686,8 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
}
SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb,
bool using_depth_fb) {
bool using_depth_fb,
bool preserve_contents) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
// TODO(bunnei): This is hard corded to use just the first render buffer
@ -708,7 +709,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
MathUtil::Rectangle<u32> color_rect{};
Surface color_surface;
if (using_color_fb) {
color_surface = GetSurface(color_params);
color_surface = GetSurface(color_params, preserve_contents);
if (color_surface) {
color_rect = color_surface->GetSurfaceParams().GetRect();
}
@ -717,7 +718,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
MathUtil::Rectangle<u32> depth_rect{};
Surface depth_surface;
if (using_depth_fb) {
depth_surface = GetSurface(depth_params);
depth_surface = GetSurface(depth_params, preserve_contents);
if (depth_surface) {
depth_rect = depth_surface->GetSurfaceParams().GetRect();
}
@ -752,7 +753,7 @@ void RasterizerCacheOpenGL::FlushSurface(const Surface& surface) {
surface->FlushGLBuffer();
}
Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool preserve_contents) {
if (params.addr == 0 || params.height * params.width == 0) {
return {};
}
@ -774,9 +775,13 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
} else if (surface->GetSurfaceParams().IsCompatibleSurface(params)) {
// Use the cached surface as-is
return surface;
} else {
// If surface parameters changed, recreate the surface from the old one
} else if (preserve_contents) {
// If surface parameters changed and we care about keeping the previous data, recreate
// the surface from the old one
return RecreateSurface(surface, params);
} else {
// Delete the old surface before creating a new one to prevent collisions.
UnregisterSurface(surface);
}
}
@ -793,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
// Verify surface is compatible for blitting
const auto& params{surface->GetSurfaceParams()};
ASSERT(params.type == new_params.type);
ASSERT_MSG(params.GetCompressionFactor(params.pixel_format) == 1,
"Compressed texture reinterpretation is not supported");
// Create a new surface with the new parameters, and blit the previous surface to it
Surface new_surface{std::make_shared<CachedSurface>(new_params)};
BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
draw_framebuffer.handle);
auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
// Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
// using the new format.
OGLBuffer pbo;
pbo.Create();
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
params.SizeInBytes(), nullptr);
// If the new texture is bigger than the previous one, we need to fill in the rest with data
// from the CPU.
if (params.SizeInBytes() < new_params.SizeInBytes()) {
// Upload the rest of the memory.
if (new_params.is_tiled) {
// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of
// the data in this case. Games like Super Mario Odyssey seem to hit this case when
// drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it
// doesn't clear it beforehand, the texture is already full of zeros.
LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
"reinterpretation but the texture is tiled.");
}
size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
auto address = Core::System::GetInstance().GPU().memory_manager->GpuToCpuAddress(
new_params.addr + params.SizeInBytes());
std::vector<u8> data(remaining_size);
Memory::ReadBlock(*address, data.data(), data.size());
glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data());
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
const auto& dest_rect{new_params.GetRect()};
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
glTextureSubImage2D(
new_surface->Texture().handle, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()),
static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, dest_format.type, nullptr);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
pbo.Release();
// Update cache accordingly
UnregisterSurface(surface);

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@ -722,7 +722,8 @@ public:
Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
/// Get the color and depth surfaces based on the framebuffer configuration
SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb);
SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb,
bool preserve_contents);
/// Flushes the surface to Switch memory
void FlushSurface(const Surface& surface);
@ -738,7 +739,7 @@ public:
private:
void LoadSurface(const Surface& surface);
Surface GetSurface(const SurfaceParams& params);
Surface GetSurface(const SurfaceParams& params, bool preserve_contents = true);
/// Recreates a surface with new parameters
Surface RecreateSurface(const Surface& surface, const SurfaceParams& new_params);