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Handle one more error case in presentation
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cf678a1aa6
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@ -1523,7 +1523,7 @@ Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, G
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return tex;
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}
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void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat) {
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bool FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat) {
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textureCache_->ForgetLastTexture();
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shaderManager_->DirtyLastShader();
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@ -1531,7 +1531,7 @@ void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int
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float v0 = 0.0f, v1 = 1.0f;
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Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
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if (!pixelsTex)
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return;
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return false;
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int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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OutputFlags flags = g_Config.iDisplayFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST;
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@ -1552,6 +1552,8 @@ void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int
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DiscardFramebufferCopy();
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currentRenderVfb_ = nullptr;
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return true;
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}
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void FramebufferManagerCommon::SetViewport2D(int x, int y, int w, int h) {
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@ -1633,8 +1635,14 @@ void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) {
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if (!vfb) {
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if (Memory::IsValidAddress(fbaddr)) {
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// The game is displaying something directly from RAM. In GTA, it's decoded video.
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DrawFramebufferToOutput(Memory::GetPointerUnchecked(fbaddr), displayStride_, displayFormat_);
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// This effectively calls presentation_->NotifyPresent();
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// If successful, this effectively calls presentation_->NotifyPresent();
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if (!DrawFramebufferToOutput(Memory::GetPointerUnchecked(fbaddr), displayStride_, displayFormat_)) {
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if (useBufferedRendering_) {
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// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput_DrawError");
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}
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presentation_->NotifyPresent();
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}
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return;
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} else {
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DEBUG_LOG(Log::FrameBuf, "Found no FBO to display! displayFBPtr = %08x", fbaddr);
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@ -356,7 +356,7 @@ public:
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode);
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes);
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void DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat);
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bool DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat);
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, RasterChannel channel, const char *tag);
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@ -535,6 +535,7 @@ void GPUCommonHW::CopyDisplayToOutput(bool reallyDirty) {
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shaderManager_->DirtyLastShader();
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// after this, render pass is active.
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framebufferManager_->CopyDisplayToOutput(reallyDirty);
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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@ -9,6 +9,7 @@ public:
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GPUCommonHW(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
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~GPUCommonHW();
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// This can fail, and if so no render pass is active.
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void CopyDisplayToOutput(bool reallyDirty) override;
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void DoState(PointerWrap &p) override;
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void DeviceLost() override;
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@ -1397,7 +1397,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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}
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Draw::BackendState state = draw->GetCurrentBackendState();
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_assert_msg_(!state.valid || state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d tag: %s", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, screenManager()->topScreen()->tag());
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if (state.valid) {
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_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d tag: %s", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, screenManager()->topScreen()->tag());
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}
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// Need to make sure the UI texture is available, for "darken".
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screenManager()->getUIContext()->BeginFrame();
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@ -1523,8 +1525,10 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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Draw::BackendState state = draw->GetCurrentBackendState();
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// We allow if !state.valid, that means it's not the Vulkan backend.
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_assert_msg_(!state.valid || state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d bound: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, (int)framebufferBound);
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// State.valid just states whether the passes parameter has a meaningful value.
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if (state.valid) {
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_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d bound: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, (int)framebufferBound);
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}
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screenManager()->getUIContext()->BeginFrame();
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