gl_rasterizer_cache: validate surface in mipmap/cubemap if the children is not validated yet

This commit is contained in:
Weiyi Wang 2019-04-15 09:07:36 -04:00
parent 88a011ec8e
commit e3b6bf93bc

View file

@ -1412,6 +1412,9 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
if (watcher && !watcher->IsValid()) { if (watcher && !watcher->IsValid()) {
auto level_surface = watcher->Get(); auto level_surface = watcher->Get();
if (!level_surface->invalid_regions.empty()) {
ValidateSurface(level_surface, level_surface->addr, level_surface->size);
}
state.ResetTexture(level_surface->texture.handle); state.ResetTexture(level_surface->texture.handle);
state.Apply(); state.Apply();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
@ -1504,6 +1507,9 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
for (const Face& face : faces) { for (const Face& face : faces) {
if (face.watcher && !face.watcher->IsValid()) { if (face.watcher && !face.watcher->IsValid()) {
auto surface = face.watcher->Get(); auto surface = face.watcher->Get();
if (!surface->invalid_regions.empty()) {
ValidateSurface(surface, surface->addr, surface->size);
}
state.ResetTexture(surface->texture.handle); state.ResetTexture(surface->texture.handle);
state.Apply(); state.Apply();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,