From 06daf5803243c5f36069d8f7a936e62857ce1eca Mon Sep 17 00:00:00 2001 From: Stenzek Date: Wed, 31 Jul 2019 15:33:27 +1000 Subject: FramebufferManager: Correctly handle read back D24S8 textures Needed for the Adreno/Vulkan workaround, and if we ever switch to a D24 texture for the depth buffer w/ unrestricted depth range. --- Source/Core/VideoCommon/FramebufferManager.cpp | 76 +++++++++++++++----------- 1 file changed, 45 insertions(+), 31 deletions(-) (limited to 'Source/Core/VideoCommon/FramebufferManager.cpp') diff --git a/Source/Core/VideoCommon/FramebufferManager.cpp b/Source/Core/VideoCommon/FramebufferManager.cpp index f61ebcf4a9..8304a90e1a 100644 --- a/Source/Core/VideoCommon/FramebufferManager.cpp +++ b/Source/Core/VideoCommon/FramebufferManager.cpp @@ -129,6 +129,11 @@ AbstractTextureFormat FramebufferManager::GetEFBDepthFormat() return AbstractTextureFormat::D32F; } +AbstractTextureFormat FramebufferManager::GetEFBDepthCopyFormat() +{ + return AbstractTextureFormat::R32F; +} + static u32 CalculateEFBLayers() { return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1; @@ -183,11 +188,10 @@ bool FramebufferManager::CreateEFBFramebuffer() m_efb_resolve_color_texture = g_renderer->CreateTexture( TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1, efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0)); - m_efb_depth_resolve_texture = g_renderer->CreateTexture(TextureConfig( - efb_depth_texture_config.width, efb_depth_texture_config.height, 1, - efb_depth_texture_config.layers, 1, - AbstractTexture::GetColorFormatForDepthFormat(efb_depth_texture_config.format), - AbstractTextureFlag_RenderTarget)); + m_efb_depth_resolve_texture = g_renderer->CreateTexture( + TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1, + efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(), + AbstractTextureFlag_RenderTarget)); if (!m_efb_resolve_color_texture || !m_efb_depth_resolve_texture) return false; @@ -447,8 +451,7 @@ bool FramebufferManager::CompileReadbackPipelines() return false; // same for depth, except different format - config.framebuffer_state.color_texture_format = - AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()); + config.framebuffer_state.color_texture_format = GetEFBDepthCopyFormat(); m_efb_depth_cache.copy_pipeline = g_renderer->CreatePipeline(config); if (!m_efb_depth_cache.copy_pipeline) return false; @@ -492,29 +495,39 @@ void FramebufferManager::DestroyReadbackPipelines() bool FramebufferManager::CreateReadbackFramebuffer() { - // Since we can't partially copy from a depth buffer directly to the staging texture in D3D, we - // use an intermediate buffer to avoid copying the whole texture. - if ((IsUsingTiledEFBCache() && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies) || - g_renderer->GetEFBScale() != 1) + if (g_renderer->GetEFBScale() != 1) { const TextureConfig color_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH, IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget); - const TextureConfig depth_config( - color_config.width, color_config.height, 1, 1, 1, - AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), - AbstractTextureFlag_RenderTarget); - m_efb_color_cache.texture = g_renderer->CreateTexture(color_config); - m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config); - if (!m_efb_color_cache.texture || !m_efb_depth_cache.texture) + if (!m_efb_color_cache.texture) return false; m_efb_color_cache.framebuffer = g_renderer->CreateFramebuffer(m_efb_color_cache.texture.get(), nullptr); + if (!m_efb_color_cache.framebuffer) + return false; + } + + // Since we can't partially copy from a depth buffer directly to the staging texture in D3D, we + // use an intermediate buffer to avoid copying the whole texture. + if ((IsUsingTiledEFBCache() && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies) || + !AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(), + GetEFBDepthCopyFormat()) || + g_renderer->GetEFBScale() != 1) + { + const TextureConfig depth_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH, + IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1, + 1, 1, GetEFBDepthCopyFormat(), + AbstractTextureFlag_RenderTarget); + m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config); + if (!m_efb_depth_cache.texture) + return false; + m_efb_depth_cache.framebuffer = g_renderer->CreateFramebuffer(m_efb_depth_cache.texture.get(), nullptr); - if (!m_efb_color_cache.framebuffer || !m_efb_depth_cache.framebuffer) + if (!m_efb_depth_cache.framebuffer) return false; } @@ -524,8 +537,7 @@ bool FramebufferManager::CreateReadbackFramebuffer() TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), 0)); m_efb_depth_cache.readback_texture = g_renderer->CreateStagingTexture( StagingTextureType::Mutable, - TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, - AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0)); + TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBDepthCopyFormat(), 0)); if (!m_efb_color_cache.readback_texture || !m_efb_depth_cache.readback_texture) return false; @@ -563,7 +575,10 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index) // Force the path through the intermediate texture, as we can't do an image copy from a depth // buffer directly to a staging texture (must be the whole resource). const bool force_intermediate_copy = - depth && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies && IsUsingTiledEFBCache(); + depth && + ((!g_ActiveConfig.backend_info.bSupportsPartialDepthCopies && IsUsingTiledEFBCache()) || + !AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(), + GetEFBDepthCopyFormat())); // Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on. EFBCacheData& data = depth ? m_efb_depth_cache : m_efb_color_cache; @@ -888,21 +903,20 @@ void FramebufferManager::DoSaveState(PointerWrap& p) 1, GetEFBColorFormat(), 0); g_texture_cache->SerializeTexture(color_texture, color_texture_config, p); - if (GetEFBDepthFormat() == AbstractTextureFormat::D32F) + if (AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(), + GetEFBDepthCopyFormat())) { - const TextureConfig depth_texture_config( - depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(), - depth_texture->GetLayers(), 1, - AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0); + const TextureConfig depth_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(), + depth_texture->GetLevels(), depth_texture->GetLayers(), + 1, GetEFBDepthCopyFormat(), 0); g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p); } else { // If the EFB is backed by a D24S8 texture, we first have to convert it to R32F. - const TextureConfig temp_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(), - depth_texture->GetLevels(), depth_texture->GetLayers(), - 1, AbstractTextureFormat::R32F, - AbstractTextureFlag_RenderTarget); + const TextureConfig temp_texture_config( + depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(), + depth_texture->GetLayers(), 1, GetEFBDepthCopyFormat(), AbstractTextureFlag_RenderTarget); std::unique_ptr temp_texture = g_renderer->CreateTexture(temp_texture_config); std::unique_ptr temp_fb = g_renderer->CreateFramebuffer(temp_texture.get(), nullptr); -- cgit v1.2.3