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@ -254,6 +254,60 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
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cur_state.Apply();
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}
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.Apply();
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u32 buffers{};
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if (type == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_tex, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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}
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CachedSurface::CachedSurface(const SurfaceParams& params) : params(params) {
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texture.Create();
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const auto& rect{params.GetRect()};
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@ -580,19 +634,25 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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if (gpu.memory_manager->GpuToCpuAddress(params.addr) == boost::none)
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return {};
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// Check for an exact match in existing surfaces
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// Look up surface in the cache based on address
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const auto& search{surface_cache.find(params.addr)};
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Surface surface;
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if (search != surface_cache.end()) {
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surface = search->second;
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if (surface->GetSurfaceParams() != params || Settings::values.use_accurate_framebuffers) {
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if (Settings::values.use_accurate_framebuffers) {
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// If use_accurate_framebuffers is enabled, always load from memory
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FlushSurface(surface);
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UnregisterSurface(surface);
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} else if (surface->GetSurfaceParams() != params) {
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// If surface parameters changed, recreate the surface from the old one
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return RecreateSurface(surface, params);
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} else {
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// Use the cached surface as-is
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return surface;
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}
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}
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// No surface found - create a new one
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surface = std::make_shared<CachedSurface>(params);
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RegisterSurface(surface);
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LoadSurface(surface);
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@ -600,6 +660,27 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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return surface;
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}
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Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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const SurfaceParams& new_params) {
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// Verify surface is compatible for blitting
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const auto& params{surface->GetSurfaceParams()};
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ASSERT(params.type == new_params.type);
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ASSERT(params.pixel_format == new_params.pixel_format);
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ASSERT(params.component_type == new_params.component_type);
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// Create a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{std::make_shared<CachedSurface>(new_params)};
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
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draw_framebuffer.handle);
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// Update cache accordingly
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UnregisterSurface(surface);
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RegisterSurface(new_surface);
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return new_surface;
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}
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Surface RasterizerCacheOpenGL::TryFindFramebufferSurface(VAddr cpu_addr) const {
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// Tries to find the GPU address of a framebuffer based on the CPU address. This is because
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// final output framebuffers are specified by CPU address, but internally our GPU cache uses
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