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gl_rasterizer_cache: Always blit on recreate, regardless of format.

- Fixes several rendering issues with Super Mario Odyssey.
This commit is contained in:
bunnei 2018-09-11 20:14:00 -04:00
parent cdddd71d08
commit 7bb226f22d
1 changed files with 10 additions and 6 deletions

View File

@ -811,16 +811,20 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
// Get a new surface with the new parameters, and blit the previous surface to it
Surface new_surface{GetUncachedSurface(new_params)};
// If format is unchanged, we can do a faster blit without reinterpreting pixel data
if (params.pixel_format == new_params.pixel_format) {
if (params.pixel_format == new_params.pixel_format ||
!Settings::values.use_accurate_framebuffers) {
// If the format is the same, just do a framebuffer blit. This is significantly faster than
// using PBOs. The is also likely less accurate, as textures will be converted rather than
// reinterpreted.
BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
params.GetRect(), params.type, read_framebuffer.handle,
draw_framebuffer.handle);
return new_surface;
}
} else {
// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
// where pixels are reinterpreted as a new format (without conversion). This code path uses
// OpenGL PBOs and is quite slow.
// When using accurate framebuffers, always copy old data to new surface, regardless of format
if (Settings::values.use_accurate_framebuffers) {
auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);