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Revert "OpenGL Cache: Ignore format reinterpretation hack"

Testing found a few games that did some crazy things which breaks the
assumptions made in that commit.
This commit is contained in:
James Rowe 2017-12-13 09:12:09 -07:00
parent 72034b772d
commit 34ff77f5f7
1 changed files with 4 additions and 21 deletions

View File

@ -1271,15 +1271,11 @@ void RasterizerCacheOpenGL::ValidateSurface(const Surface& surface, PAddr addr,
return; return;
} }
auto validate_regions = surface->invalid_regions & validate_interval; const auto validate_regions = surface->invalid_regions.find(validate_interval);
auto notify_validated = [&](SurfaceInterval interval) {
surface->invalid_regions.erase(interval);
validate_regions.erase(interval);
};
for (;;) { for (;;) {
const auto it = validate_regions.begin(); const auto it = validate_regions.begin();
if (it == validate_regions.end()) if (it == surface->invalid_regions.end())
break; break;
const auto interval = *it & validate_interval; const auto interval = *it & validate_interval;
@ -1291,28 +1287,15 @@ void RasterizerCacheOpenGL::ValidateSurface(const Surface& surface, PAddr addr,
if (copy_surface != nullptr) { if (copy_surface != nullptr) {
SurfaceInterval copy_interval = params.GetCopyableInterval(copy_surface); SurfaceInterval copy_interval = params.GetCopyableInterval(copy_surface);
CopySurface(copy_surface, surface, copy_interval); CopySurface(copy_surface, surface, copy_interval);
notify_validated(copy_interval); validate_regions.erase(interval);
continue; continue;
} }
// HACK HACK HACK: Ignore format reinterpretation
// this is a placeholder for HW texture decoding/encoding
constexpr bool IGNORE_FORMAT_REINTERPRETING = true;
bool retry = false;
if (IGNORE_FORMAT_REINTERPRETING) {
for (const auto& pair : RangeFromInterval(dirty_regions, interval)) {
validate_regions.erase(pair.first & interval);
retry = true;
}
}
if (retry)
continue;
// Load data from 3DS memory // Load data from 3DS memory
FlushRegion(params.addr, params.size); FlushRegion(params.addr, params.size);
surface->LoadGLBuffer(params.addr, params.end); surface->LoadGLBuffer(params.addr, params.end);
surface->UploadGLTexture(surface->GetSubRect(params)); surface->UploadGLTexture(surface->GetSubRect(params));
notify_validated(params.GetInterval()); validate_regions.erase(interval)
} }
} }