Probably a good idea to check s_efbAccessRequested.

If EFB access still seems slow, please check DSP stuff instead...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3771 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2009-07-12 22:22:48 +00:00
parent d85f5a6937
commit 5c7844df69

View File

@ -525,61 +525,64 @@ static volatile u32 s_AccessEFBResult = 0;
void VideoFifo_CheckEFBAccess()
{
s_efbAccessRequested = false;
Common::MemFence();
switch (s_accessEFBArgs.type)
if (s_efbAccessRequested)
{
case PEEK_Z:
s_efbAccessRequested = false;
Common::MemFence();
switch (s_accessEFBArgs.type)
{
u32 z = 0;
float xScale = Renderer::GetTargetScaleX();
float yScale = Renderer::GetTargetScaleY();
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF)
case PEEK_Z:
{
// Find the proper dimensions
TRectangle source, scaledTargetSource;
ComputeBackbufferRectangle(&source);
source.Scale(xScale, yScale, &scaledTargetSource);
// This will resolve and bind to the depth buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Renderer::ResolveAndGetDepthTarget(scaledTargetSource));
u32 z = 0;
float xScale = Renderer::GetTargetScaleX();
float yScale = Renderer::GetTargetScaleY();
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF)
{
// Find the proper dimensions
TRectangle source, scaledTargetSource;
ComputeBackbufferRectangle(&source);
source.Scale(xScale, yScale, &scaledTargetSource);
// This will resolve and bind to the depth buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Renderer::ResolveAndGetDepthTarget(scaledTargetSource));
}
// Read the z value! Also adjust the pixel to read to the upscaled EFB resolution
// Plus we need to flip the y value as the OGL image is upside down
glReadPixels(s_accessEFBArgs.x*xScale, Renderer::GetTargetHeight() - s_accessEFBArgs.y*yScale, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
GL_REPORT_ERRORD();
// Clamp the 32bits value returned by glReadPixels to a 24bits value (GC uses a 24bits Z-Buffer)
s_AccessEFBResult = z / 0x100;
// We should probably re-bind the old fbo here.
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF) {
Renderer::SetFramebuffer(0);
}
}
break;
// Read the z value! Also adjust the pixel to read to the upscaled EFB resolution
// Plus we need to flip the y value as the OGL image is upside down
glReadPixels(s_accessEFBArgs.x*xScale, Renderer::GetTargetHeight() - s_accessEFBArgs.y*yScale, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
GL_REPORT_ERRORD();
case POKE_Z:
// TODO: Implement
break;
// Clamp the 32bits value returned by glReadPixels to a 24bits value (GC uses a 24bits Z-Buffer)
s_AccessEFBResult = z / 0x100;
case PEEK_COLOR:
// TODO: Implement
s_AccessEFBResult = 0;
break;
// We should probably re-bind the old fbo here.
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF) {
Renderer::SetFramebuffer(0);
}
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
}
break;
case POKE_Z:
// TODO: Implement
break;
case PEEK_COLOR:
// TODO: Implement
s_AccessEFBResult = 0;
break;
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
s_efbResponseEvent.Set();
}
s_efbResponseEvent.Set();
}
u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y)