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renderer_opengl: Fixes for properly flushing & rendering the framebuffer.
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@ -32,12 +32,6 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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Core::System::GetInstance().perf_stats.EndGameFrame();
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// TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
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// to, not every frame. When we find the right place for this, the below line can be removed.
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Memory::RasterizerFlushVirtualRegion(framebuffer.address,
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framebuffer.width * framebuffer.height * 4,
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Memory::FlushMode::FlushAndInvalidate);
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VideoCore::g_renderer->SwapBuffers(framebuffer);
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}
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@ -137,9 +137,15 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info) {
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const u32 bpp{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
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const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
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const VAddr framebuffer_addr{framebuffer.address};
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const u32 bytes_per_pixel{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
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const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
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const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
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// TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is
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// written to, not every frame. When we find the right place for this, the below line can be
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// removed.
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Memory::RasterizerFlushVirtualRegion(framebuffer_addr, size_in_bytes,
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Memory::FlushMode::FlushAndInvalidate);
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags;
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@ -154,10 +160,10 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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Rasterizer()->FlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
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Rasterizer()->FlushRegion(framebuffer_addr, size_in_bytes);
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VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
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Memory::GetPointer(framebuffer.address),
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VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bytes_per_pixel, 4,
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Memory::GetPointer(framebuffer_addr),
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gl_framebuffer_data.data(), true);
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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