Vulkan: Fix possible mismatch between EFB framebuffer and render pass

This could happen when changing MSAA settings or internal resolution at
runtime.
This commit is contained in:
Stenzek 2018-01-11 16:02:31 +10:00
parent 0525726338
commit 4997fbce44
4 changed files with 15 additions and 29 deletions

View File

@ -318,17 +318,15 @@ void FramebufferManager::DestroyEFBFramebuffer()
m_efb_resolve_depth_texture.reset();
}
void FramebufferManager::ResizeEFBTextures()
void FramebufferManager::RecreateEFBFramebuffer()
{
DestroyEFBFramebuffer();
if (!CreateEFBFramebuffer())
PanicAlert("Failed to create EFB textures");
}
void FramebufferManager::RecreateRenderPass()
{
if (!CreateEFBRenderPasses())
PanicAlert("Failed to create EFB render pass");
if (!CreateEFBFramebuffer())
PanicAlert("Failed to create EFB textures");
}
void FramebufferManager::RecompileShaders()

View File

@ -45,10 +45,9 @@ public:
VkSampleCountFlagBits GetEFBSamples() const;
MultisamplingState GetEFBMultisamplingState() const;
void ResizeEFBTextures();
void RecreateEFBFramebuffer();
// Recompile shaders, use when MSAA mode changes.
void RecreateRenderPass();
void RecompileShaders();
// Reinterpret pixel format of EFB color texture.

View File

@ -545,9 +545,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Handle host window resizes.
CheckForSurfaceChange();
if (CalculateTargetSize())
ResizeEFBTextures();
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
@ -724,9 +721,8 @@ void Renderer::CheckForSurfaceChange()
void Renderer::CheckForConfigChanges()
{
// Save the video config so we can compare against to determine which settings have changed.
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
const int old_efb_scale = g_ActiveConfig.iEFBScale;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
// Copy g_Config to g_ActiveConfig.
@ -735,21 +731,17 @@ void Renderer::CheckForConfigChanges()
UpdateActiveConfig();
// Determine which (if any) settings have changed.
const bool multisamples_changed = old_multisamples != g_ActiveConfig.iMultisamples;
const bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
const bool force_texture_filtering_changed =
old_force_filtering != g_ActiveConfig.bForceFiltering;
const bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
const bool aspect_changed = old_aspect_mode != g_ActiveConfig.aspect_mode;
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
// Handle settings that can cause the target rectangle to change.
if (efb_scale_changed || aspect_changed)
{
if (CalculateTargetSize())
ResizeEFBTextures();
}
// Handle settings that can cause the EFB framebuffer to change.
if (CalculateTargetSize() || multisamples_changed)
RecreateEFBFramebuffer();
// MSAA samples changed, we need to recreate the EFB render pass.
// If the stereoscopy mode changed, we need to recreate the buffers as well.
@ -757,10 +749,7 @@ void Renderer::CheckForConfigChanges()
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (CheckForHostConfigChanges())
{
g_command_buffer_mgr->WaitForGPUIdle();
FramebufferManager::GetInstance()->RecreateRenderPass();
FramebufferManager::GetInstance()->ResizeEFBTextures();
BindEFBToStateTracker();
RecreateEFBFramebuffer();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_shader_cache->ReloadShaderAndPipelineCaches();
@ -798,7 +787,7 @@ void Renderer::OnSwapChainResized()
m_backbuffer_height = m_swap_chain->GetHeight();
UpdateDrawRectangle();
if (CalculateTargetSize())
ResizeEFBTextures();
RecreateEFBFramebuffer();
}
void Renderer::BindEFBToStateTracker()
@ -816,11 +805,11 @@ void Renderer::BindEFBToStateTracker()
FramebufferManager::GetInstance()->GetEFBMultisamplingState());
}
void Renderer::ResizeEFBTextures()
void Renderer::RecreateEFBFramebuffer()
{
// Ensure the GPU is finished with the current EFB textures.
g_command_buffer_mgr->WaitForGPUIdle();
FramebufferManager::GetInstance()->ResizeEFBTextures();
FramebufferManager::GetInstance()->RecreateEFBFramebuffer();
BindEFBToStateTracker();
// Viewport and scissor rect have to be reset since they will be scaled differently.

View File

@ -82,7 +82,7 @@ private:
void OnSwapChainResized();
void BindEFBToStateTracker();
void ResizeEFBTextures();
void RecreateEFBFramebuffer();
void RecompileShaders();
bool CompileShaders();