Unify NotifyRenderFramebufferSwitched

This commit is contained in:
Henrik Rydgard committed 2017-02-07 00:29:02 +01:00
1 parent 19868b5df7
commit 27d5c5a2d4
8 files changed
+73 -177

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@@ -624,55 +624,6 @@ void FramebufferManagerVulkan::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w,
*/
}
void FramebufferManagerVulkan::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
} else {
DownloadFramebufferOnSwitch(prevVfb);
}
textureCacheVulkan_->ForgetLastTexture();
if (useBufferedRendering_) {
if (vfb->fbo) {
// vfb->fbo->GetColorImageView();
}
} else {
if (vfb->fbo) {
// wtf? This should only happen very briefly when toggling bBufferedRendering
textureCacheVulkan_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
delete vfb->fbo;
vfb->fbo = nullptr;
}
// Let's ignore rendering to targets that have not (yet) been displayed.
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
} else {
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
}
}
textureCacheVulkan_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
if (!prevVfb->fbo || !vfb->fbo || !useBufferedRendering_ || !prevVfb->depthUpdated || isClearingDepth) {
// If depth wasn't updated, then we're at least "two degrees" away from the data.
// This is an optimization: it probably doesn't need to be copied in this case.
} else {
BlitFramebufferDepth(prevVfb, vfb);
}
}
if (vfb->drawnFormat != vfb->format) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
// ugly...
if ((gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) && shaderManager_) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
}
bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
// messing about with bitplane textures and the like.