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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp52
1 files changed, 49 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index 27bf9ece7..817fa07a8 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -798,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
// Verify surface is compatible for blitting
const auto& params{surface->GetSurfaceParams()};
ASSERT(params.type == new_params.type);
+ ASSERT_MSG(params.GetCompressionFactor(params.pixel_format) == 1,
+ "Compressed texture reinterpretation is not supported");
// Create a new surface with the new parameters, and blit the previous surface to it
Surface new_surface{std::make_shared<CachedSurface>(new_params)};
- BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
- new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
- draw_framebuffer.handle);
+
+ auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
+ auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
+
+ size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
+
+ // Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
+ // using the new format.
+ OGLBuffer pbo;
+ pbo.Create();
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
+ glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
+ glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
+ params.SizeInBytes(), nullptr);
+
+ // If the new texture is bigger than the previous one, we need to fill in the rest with data
+ // from the CPU.
+ if (params.SizeInBytes() < new_params.SizeInBytes()) {
+ // Upload the rest of the memory.
+ if (new_params.is_tiled) {
+ // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of
+ // the data in this case. Games like Super Mario Odyssey seem to hit this case when
+ // drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it
+ // doesn't clear it beforehand, the texture is already full of zeros.
+ LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
+ "reinterpretation but the texture is tiled.");
+ }
+ size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
+ auto address = Core::System::GetInstance().GPU().memory_manager->GpuToCpuAddress(
+ new_params.addr + params.SizeInBytes());
+ std::vector<u8> data(remaining_size);
+ Memory::ReadBlock(*address, data.data(), data.size());
+ glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data());
+ }
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+ const auto& dest_rect{new_params.GetRect()};
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
+ glTextureSubImage2D(
+ new_surface->Texture().handle, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()),
+ static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, dest_format.type, nullptr);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+
+ pbo.Release();
// Update cache accordingly
UnregisterSurface(surface);