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texture_cache: Handle overlaps with multiple subresources

Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.

- Fixes textures moving around objects on Xenoblade games
This commit is contained in:
ReinUsesLisp 2020-05-29 01:48:01 -03:00
parent 1bb3122c1f
commit 5b37cecd76

View file

@ -652,45 +652,54 @@ private:
**/
std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps,
const SurfaceParams& params,
const GPUVAddr gpu_addr) {
GPUVAddr gpu_addr) {
if (params.target == SurfaceTarget::Texture3D) {
return {};
return std::nullopt;
}
bool modified = false;
TSurface new_surface = GetUncachedSurface(gpu_addr, params);
u32 passed_tests = 0;
std::size_t passed_tests = 0;
bool modified = false;
for (auto& surface : overlaps) {
const SurfaceParams& src_params = surface->GetSurfaceParams();
if (src_params.is_layered || src_params.num_levels > 1) {
// We send this cases to recycle as they are more complex to handle
return {};
}
const std::size_t candidate_size = surface->GetSizeInBytes();
auto mipmap_layer{new_surface->GetLayerMipmap(surface->GetGpuAddr())};
const auto mipmap_layer{new_surface->GetLayerMipmap(surface->GetGpuAddr())};
if (!mipmap_layer) {
continue;
}
const auto [layer, mipmap] = *mipmap_layer;
if (new_surface->GetMipmapSize(mipmap) != candidate_size) {
const auto [base_layer, base_mipmap] = *mipmap_layer;
if (new_surface->GetMipmapSize(base_mipmap) != surface->GetMipmapSize(0)) {
continue;
}
// Copy all mipmaps and layers
const u32 block_width = params.GetDefaultBlockWidth();
const u32 block_height = params.GetDefaultBlockHeight();
for (u32 mipmap = base_mipmap; mipmap < base_mipmap + src_params.num_levels; ++mipmap) {
const u32 width = SurfaceParams::IntersectWidth(src_params, params, 0, mipmap);
const u32 height = SurfaceParams::IntersectHeight(src_params, params, 0, mipmap);
if (width < block_width || height < block_height) {
// Current APIs forbid copying small compressed textures, avoid errors
break;
}
const CopyParams copy_params(0, 0, 0, 0, 0, base_layer, 0, mipmap, width, height,
src_params.depth);
ImageCopy(surface, new_surface, copy_params);
}
++passed_tests;
modified |= surface->IsModified();
// Now we got all the data set up
const u32 width = SurfaceParams::IntersectWidth(src_params, params, 0, mipmap);
const u32 height = SurfaceParams::IntersectHeight(src_params, params, 0, mipmap);
const CopyParams copy_params(0, 0, 0, 0, 0, layer, 0, mipmap, width, height, 1);
passed_tests++;
ImageCopy(surface, new_surface, copy_params);
}
if (passed_tests == 0) {
return {};
// In Accurate GPU all tests should pass, else we recycle
} else if (Settings::IsGPULevelExtreme() && passed_tests != overlaps.size()) {
return {};
return std::nullopt;
}
if (Settings::IsGPULevelExtreme() && passed_tests != overlaps.size()) {
// In Accurate GPU all tests should pass, else we recycle
return std::nullopt;
}
for (const auto& surface : overlaps) {
Unregister(surface);
}
new_surface->MarkAsModified(modified, Tick());
Register(new_surface);
return {{new_surface, new_surface->GetMainView()}};
@ -868,12 +877,9 @@ private:
// two things either the candidate surface is a supertexture of the overlap
// or they don't match in any known way.
if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
if (current_surface->GetGpuAddr() == gpu_addr) {
std::optional<std::pair<TSurface, TView>> view =
TryReconstructSurface(overlaps, params, gpu_addr);
if (view) {
return *view;
}
const std::optional view = TryReconstructSurface(overlaps, params, gpu_addr);
if (view) {
return *view;
}
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents,
MatchTopologyResult::FullMatch);