Invalidate FBOs when it's obvious they should be.
This fixes videos not being visible in for example Star Ocean. Most likely any games doing a copy directly from the mpeg decode.
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4 changed files with 43 additions and 1 deletions
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@ -659,6 +659,38 @@ void FramebufferManager::DestroyAllFBOs() {
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vfbs_.clear();
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}
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void FramebufferManager::UpdateFromMemory(u32 addr, int size) {
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addr &= ~0x40000000;
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// TODO: Could go through all FBOs, but probably not important?
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// TODO: Could also check for inner changes, but video is most important.
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if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr()) {
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// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
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if (!Memory::IsValidAddress(displayFramebufPtr_))
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return;
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fbo_unbind();
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ) {
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VirtualFramebuffer *vfb = *iter;
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if (MaskedEqual(vfb->fb_address, addr)) {
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// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
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// However, it doesn't seem to work for Star Ocean, at least
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//DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride);
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textureCache_->NotifyFramebufferDestroyed(vfb->fb_address, vfb);
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INFO_LOG(HLE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format)
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if (vfb->fbo) {
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fbo_destroy(vfb->fbo);
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vfb->fbo = 0;
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}
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delete vfb;
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vfbs_.erase(iter++);
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}
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else
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++iter;
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}
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}
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}
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void FramebufferManager::Resized() {
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resized_ = true;
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}
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