Add another stat, for self-tex
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333df62691
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847e05140b
3 changed files with 10 additions and 3 deletions
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@ -1050,6 +1050,8 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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// Currently rendering to this framebuffer. Need to make a copy.
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// Self-texturing, need a copy currently (some backends can potentially support it though).
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WARN_LOG_REPORT_ONCE(selfTextureCopy, G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight);
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if (renderCopy) {
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@ -1058,7 +1060,9 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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CopyFramebufferForColorTexture(©Info, framebuffer, flags);
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RebindFramebuffer("After BindFramebufferAsColorTexture");
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draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
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gpuStats.numCopiesForSelfTex++;
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} else {
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// Failed to get temp FBO? Weird.
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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}
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return true;
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@ -1066,7 +1070,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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return true;
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} else {
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ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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ERROR_LOG_REPORT_ONCE(selfTextureFail, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// To do this safely in Vulkan, we need to use input attachments.
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// Actually if the texture region and render regions don't overlap, this is safe, but we need
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// to transition to GENERAL image layout which will take some trickery.
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