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rasterizer_cache: Avoid dumping render targets (#7130)
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@ -653,7 +653,6 @@ FramebufferHelper<T> RasterizerCache<T>::GetFramebufferSurfaces(bool using_color
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static_cast<u32>(std::clamp(viewport_rect.bottom, 0, framebuffer_height)),
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static_cast<u32>(std::clamp(viewport_rect.bottom, 0, framebuffer_height)),
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};
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};
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// get color and depth surfaces
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SurfaceParams color_params;
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SurfaceParams color_params;
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color_params.is_tiled = true;
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color_params.is_tiled = true;
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color_params.res_scale = resolution_scale_factor;
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color_params.res_scale = resolution_scale_factor;
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@ -672,14 +671,6 @@ FramebufferHelper<T> RasterizerCache<T>::GetFramebufferSurfaces(bool using_color
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auto color_vp_interval = color_params.GetSubRectInterval(viewport_clamped);
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auto color_vp_interval = color_params.GetSubRectInterval(viewport_clamped);
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auto depth_vp_interval = depth_params.GetSubRectInterval(viewport_clamped);
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auto depth_vp_interval = depth_params.GetSubRectInterval(viewport_clamped);
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// Make sure that framebuffers don't overlap if both color and depth are being used
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if (using_color_fb && using_depth_fb &&
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boost::icl::length(color_vp_interval & depth_vp_interval)) {
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LOG_CRITICAL(HW_GPU, "Color and depth framebuffer memory regions overlap; "
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"overlapping framebuffers not supported!");
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using_depth_fb = false;
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}
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Common::Rectangle<u32> color_rect{};
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Common::Rectangle<u32> color_rect{};
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SurfaceId color_id{};
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SurfaceId color_id{};
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u32 color_level{};
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u32 color_level{};
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@ -713,11 +704,13 @@ FramebufferHelper<T> RasterizerCache<T>::GetFramebufferSurfaces(bool using_color
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if (color_id) {
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if (color_id) {
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color_level = color_surface->LevelOf(color_params.addr);
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color_level = color_surface->LevelOf(color_params.addr);
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color_surface->flags |= SurfaceFlagBits::RenderTarget;
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ValidateSurface(color_id, boost::icl::first(color_vp_interval),
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ValidateSurface(color_id, boost::icl::first(color_vp_interval),
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boost::icl::length(color_vp_interval));
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boost::icl::length(color_vp_interval));
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}
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}
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if (depth_id) {
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if (depth_id) {
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depth_level = depth_surface->LevelOf(depth_params.addr);
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depth_level = depth_surface->LevelOf(depth_params.addr);
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depth_surface->flags |= SurfaceFlagBits::RenderTarget;
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ValidateSurface(depth_id, boost::icl::first(depth_vp_interval),
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ValidateSurface(depth_id, boost::icl::first(depth_vp_interval),
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boost::icl::length(depth_vp_interval));
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boost::icl::length(depth_vp_interval));
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}
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}
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@ -991,7 +984,9 @@ void RasterizerCache<T>::UploadSurface(Surface& surface, SurfaceInterval interva
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DecodeTexture(load_info, load_info.addr, load_info.end, upload_data, staging.mapped,
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DecodeTexture(load_info, load_info.addr, load_info.end, upload_data, staging.mapped,
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runtime.NeedsConversion(surface.pixel_format));
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runtime.NeedsConversion(surface.pixel_format));
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if (dump_textures && False(surface.flags & SurfaceFlagBits::Custom)) {
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const bool should_dump = False(surface.flags & SurfaceFlagBits::Custom) &&
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False(surface.flags & SurfaceFlagBits::RenderTarget);
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if (dump_textures && should_dump) {
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const u64 hash = ComputeHash(load_info, upload_data);
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const u64 hash = ComputeHash(load_info, upload_data);
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const u32 level = surface.LevelOf(load_info.addr);
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const u32 level = surface.LevelOf(load_info.addr);
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custom_tex_manager.DumpTexture(load_info, level, upload_data, hash);
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custom_tex_manager.DumpTexture(load_info, level, upload_data, hash);
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@ -15,11 +15,12 @@ using SurfaceRegions = boost::icl::interval_set<PAddr, std::less, SurfaceInterva
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struct Material;
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struct Material;
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enum class SurfaceFlagBits : u32 {
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enum class SurfaceFlagBits : u32 {
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Registered = 1 << 0, ///< Surface is registed in the rasterizer cache.
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Registered = 1 << 0, ///< Surface is registed in the rasterizer cache.
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Picked = 1 << 1, ///< Surface has been picked when searching for a match.
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Picked = 1 << 1, ///< Surface has been picked when searching for a match.
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Tracked = 1 << 2, ///< Surface is part of a texture cube and should be tracked.
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Tracked = 1 << 2, ///< Surface is part of a texture cube and should be tracked.
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Custom = 1 << 3, ///< Surface texture has been replaced with a custom texture.
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Custom = 1 << 3, ///< Surface texture has been replaced with a custom texture.
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ShadowMap = 1 << 4, ///< Surface is used during shadow rendering.
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ShadowMap = 1 << 4, ///< Surface is used during shadow rendering.
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RenderTarget = 1 << 5, ///< Surface was a render target.
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};
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};
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DECLARE_ENUM_FLAG_OPERATORS(SurfaceFlagBits);
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DECLARE_ENUM_FLAG_OPERATORS(SurfaceFlagBits);
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