Handle scaling internally in ReadFramebufferSync

This commit is contained in:
Henrik Rydgård committed 2023-02-04 11:36:48 +01:00
1 parent 26b26a6ff8
commit c7234aa3b5
2 files changed
+17 -19

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+15 -19
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@@ -2720,8 +2720,7 @@ bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
return retval;
}
// This function takes an already correctly-sized framebuffer and reads it into emulated PSP VRAM.
// Does not need to account for scaling.
// This reads a channel of a framebuffer into emulated PSP VRAM, taking care of scaling down as needed.
//
// Color conversion is currently done on CPU but should theoretically be done on GPU.
// (Except using the GPU might cause problems because of various implementations'
@@ -2733,6 +2732,16 @@ void FramebufferManagerCommon::ReadbackFramebufferSync(VirtualFramebuffer *vfb,
return;
}
if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
// No need to stretch-blit
} else {
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel);
if (nvfb) {
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory");
vfb = nvfb;
}
}
const u32 fb_address = channel == RASTER_COLOR ? vfb->fb_address : vfb->z_address;
Draw::DataFormat destFormat = channel == RASTER_COLOR ? GEFormatToThin3D(vfb->fb_format) : GEFormatToThin3D(GE_FORMAT_DEPTH16);
@@ -2780,7 +2789,6 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
w = vfb->bufferWidth - x;
}
if (vfb && vfb->fbo) {
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
if (gameUsesSequentialCopies_) {
// Ignore the x/y/etc., read the entire thing. See below.
x = 0;
@@ -2811,16 +2819,8 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
}
}
if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
// No need to stretch-blit
ReadbackFramebufferSync(vfb, x, y, w, h, channel);
} else {
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel);
if (nvfb) {
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory");
ReadbackFramebufferSync(nvfb, x, y, w, h, channel);
}
}
// This handles any required stretching internally.
ReadbackFramebufferSync(vfb, x, y, w, h, channel);
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
textureCache_->ForgetLastTexture();
@@ -2871,12 +2871,8 @@ void FramebufferManagerCommon::DownloadFramebufferForClut(u32 fb_address, u32 lo
}
vfb->clutUpdatedBytes = loadBytes;
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, RASTER_COLOR);
if (nvfb) {
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, RASTER_COLOR, "Blit_DownloadFramebufferForClut");
ReadbackFramebufferSync(nvfb, x, y, w, h, RASTER_COLOR);
}
// This function now handles scaling down internally.
ReadbackFramebufferSync(vfb, x, y, w, h, RASTER_COLOR);
textureCache_->ForgetLastTexture();
RebindFramebuffer("RebindFramebuffer - DownloadFramebufferForClut");
+2
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@@ -123,6 +123,8 @@ struct VirtualFramebuffer {
// Tracking for downloads-to-CLUT.
u16 clutUpdatedBytes;
// Means that the whole image has already been read back to memory - used when combining small readbacks (gameUsesSequentialCopies_).
bool memoryUpdated;
// TODO: Fold into usageFlags?