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https://github.com/dolphin-emu/dolphin.git
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FramebufferManager: Support saving EFB to save state
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@ -7,6 +7,7 @@
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#include "VideoCommon/FramebufferShaderGen.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "Common/ChunkFile.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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@ -464,6 +465,20 @@ bool FramebufferManager::CompileReadbackPipelines()
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return false;
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}
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// EFB restore pipeline
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auto restore_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader());
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if (!restore_shader)
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return false;
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config.framebuffer_state = GetEFBFramebufferState();
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config.framebuffer_state.per_sample_shading = false;
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config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader();
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config.pixel_shader = restore_shader.get();
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m_efb_restore_pipeline = g_renderer->CreatePipeline(config);
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if (!m_efb_restore_pipeline)
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return false;
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return true;
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}
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@ -842,3 +857,102 @@ void FramebufferManager::DestroyPokePipelines()
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m_color_poke_pipeline.reset();
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m_poke_vertex_format.reset();
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}
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void FramebufferManager::DoState(PointerWrap& p)
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{
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FlushEFBPokes();
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if (p.GetMode() == PointerWrap::MODE_WRITE || p.GetMode() == PointerWrap::MODE_MEASURE)
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DoSaveState(p);
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else
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DoLoadState(p);
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}
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void FramebufferManager::DoSaveState(PointerWrap& p)
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{
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// For multisampling, we need to resolve first before we can save.
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// This won't be bit-exact when loading, which could cause interesting rendering side-effects for
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// a frame. But whatever, MSAA doesn't exactly behave that well anyway.
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AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect());
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AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect());
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// We don't want to save these as rendertarget textures, just the data itself when deserializing.
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const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(),
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color_texture->GetLevels(), color_texture->GetLayers(),
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1, GetEFBColorFormat(), 0);
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g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
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if (GetEFBDepthFormat() == AbstractTextureFormat::D32F)
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{
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const TextureConfig depth_texture_config(
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depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
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depth_texture->GetLayers(), 1,
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AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0);
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g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
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}
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else
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{
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// If the EFB is backed by a D24S8 texture, we first have to convert it to R32F.
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const TextureConfig temp_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
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depth_texture->GetLevels(), depth_texture->GetLayers(),
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1, AbstractTextureFormat::R32F,
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AbstractTextureFlag_RenderTarget);
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std::unique_ptr<AbstractTexture> temp_texture = g_renderer->CreateTexture(temp_texture_config);
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std::unique_ptr<AbstractFramebuffer> temp_fb =
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g_renderer->CreateFramebuffer(temp_texture.get(), nullptr);
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if (temp_texture && temp_fb)
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{
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g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture,
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depth_texture->GetRect());
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const TextureConfig depth_texture_config(
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depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
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depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0);
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g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
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}
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else
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{
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PanicAlert("Failed to create temp texture for depth saving");
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g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
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}
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}
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}
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void FramebufferManager::DoLoadState(PointerWrap& p)
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{
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// Invalidate any peek cache tiles.
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InvalidatePeekCache(true);
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// Deserialize the color and depth textures. This could fail.
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auto color_tex = g_texture_cache->DeserializeTexture(p);
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auto depth_tex = g_texture_cache->DeserializeTexture(p);
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// If the stereo mode is different in the save state, throw it away.
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if (!color_tex || !depth_tex ||
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color_tex->texture->GetLayers() != m_efb_color_texture->GetLayers())
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{
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WARN_LOG(VIDEO, "Failed to deserialize EFB contents. Clearing instead.");
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g_renderer->SetAndClearFramebuffer(
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m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}},
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g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f);
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return;
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}
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// Size differences are okay here, since the linear filtering will downscale/upscale it.
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// Depth buffer is always point sampled, since we don't want to interpolate depth values.
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const bool rescale = color_tex->texture->GetWidth() != m_efb_color_texture->GetWidth() ||
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color_tex->texture->GetHeight() != m_efb_color_texture->GetHeight();
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// Draw the deserialized textures over the EFB.
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g_renderer->BeginUtilityDrawing();
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g_renderer->SetAndDiscardFramebuffer(m_efb_framebuffer.get());
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g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect());
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g_renderer->SetPipeline(m_efb_restore_pipeline.get());
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g_renderer->SetTexture(0, color_tex->texture.get());
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g_renderer->SetTexture(1, depth_tex->texture.get());
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g_renderer->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() :
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RenderState::GetPointSamplerState());
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g_renderer->SetSamplerState(1, RenderState::GetPointSamplerState());
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g_renderer->Draw(0, 3);
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g_renderer->EndUtilityDrawing();
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}
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