Another attempt at reusing bigger framebuffers. Doesn't solve everything but hopefully won't break much like the last attempt.
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2953d01d15
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4 changed files with 37 additions and 10 deletions
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@ -350,16 +350,35 @@ void FramebufferManager::SetRenderFrameBuffer() {
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int drawing_width, drawing_height;
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GuessDrawingSize(drawing_width, drawing_height);
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// Find a matching framebuffer
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int buffer_width = drawing_width;
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int buffer_height = drawing_height;
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// Find a matching framebuffer, same size or bigger
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VirtualFramebuffer *vfb = 0;
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
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VirtualFramebuffer *v = *iter;
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if (MaskedEqual(v->fb_address, fb_address) && v->width == drawing_width && v->height == drawing_height && v->format == fmt) {
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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break;
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if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) {
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// Okay, let's check the sizes. If the new one is bigger than the old one, recreate.
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// If the opposite, just use it and hope that the game sets scissors accordingly.
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if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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// Just hack the width/height and we should be fine. also hack renderwidth/renderheight?
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v->width = drawing_width;
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v->height = drawing_height;
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break;
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} else {
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INFO_LOG(HLE, "Embiggening framebuffer (%i, %i) -> (%i, %i)", (int)v->width, (int)v->height, drawing_width, drawing_height);
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// drawing_width or drawing_height is bigger. Let's recreate with the max.
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// To do this right we should copy the data over too, but meh.
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buffer_width = std::max((int)v->width, drawing_width);
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buffer_height = std::max((int)v->height, drawing_height);
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delete v;
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vfbs_.erase(iter);
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break;
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}
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}
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}
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@ -379,6 +398,8 @@ void FramebufferManager::SetRenderFrameBuffer() {
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vfb->height = drawing_height;
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vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
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vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
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vfb->bufferWidth = buffer_width;
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vfb->bufferHeight = buffer_height;
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vfb->format = fmt;
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vfb->usageFlags = FB_USAGE_RENDERTARGET;
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vfb->dirtyAfterDisplay = true;
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