mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Merge pull request #15216 from hrydgard/curframebuffer-sync
FramebufferManagerCommon: Fix some issues where currentRenderVfb_ could get out of sync.
This commit is contained in:
commit
aa8ef54d4d
@ -989,9 +989,8 @@ Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, G
|
||||
{ (uint8_t *)srcPixels },
|
||||
generateTexture,
|
||||
};
|
||||
// TODO: On Vulkan, use a custom allocator? Important to use an allocator:
|
||||
// Hot Shot Golf (#12355) does tons of these in a frame in some situations! So actually,
|
||||
// we do use an allocator. In fact, I've now banned allocator-less textures.
|
||||
// Hot Shots Golf (#12355) does tons of these in a frame in some situations! So creating textures
|
||||
// better be fast.
|
||||
Draw::Texture *tex = draw_->CreateTexture(desc);
|
||||
if (!tex)
|
||||
ERROR_LOG(G3D, "Failed to create drawpixels texture");
|
||||
@ -1053,8 +1052,6 @@ void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) {
|
||||
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
||||
shaderManager_->DirtyLastShader();
|
||||
|
||||
currentRenderVfb_ = nullptr;
|
||||
|
||||
if (displayFramebufPtr_ == 0) {
|
||||
if (Core_IsStepping())
|
||||
VERBOSE_LOG(FRAMEBUF, "Display disabled, displaying only black");
|
||||
@ -1187,6 +1184,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) {
|
||||
// This may get called mid-draw if the game uses an immediate flip.
|
||||
// PresentationCommon sets all kinds of state, we can't rely on anything.
|
||||
gstate_c.Dirty(DIRTY_ALL);
|
||||
currentRenderVfb_ = nullptr;
|
||||
}
|
||||
|
||||
void FramebufferManagerCommon::DecimateFBOs() {
|
||||
@ -1326,16 +1324,17 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w,
|
||||
// TODO: Swap the order of the below? That way we can avoid the needGLESRebinds_ check below I think.
|
||||
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
|
||||
if (!skipCopy) {
|
||||
// TODO: In this case, it'll nearly always be better to draw the old framebuffer to the new one than to do an actual blit.
|
||||
// Usually hardly a performance issue though.
|
||||
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0, "Blit_ResizeFramebufFBO");
|
||||
}
|
||||
}
|
||||
fbosToDelete_.push_back(old.fbo);
|
||||
if (needGLESRebinds_) {
|
||||
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "ResizeFramebufFBO");
|
||||
}
|
||||
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "ResizeFramebufFBO");
|
||||
} else {
|
||||
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
|
||||
}
|
||||
currentRenderVfb_ = vfb;
|
||||
|
||||
if (!vfb->fbo) {
|
||||
ERROR_LOG(FRAMEBUF, "Error creating FBO during resize! %dx%d", vfb->renderWidth, vfb->renderHeight);
|
||||
|
Loading…
Reference in New Issue
Block a user