FramebufferManager: Fix invalid readback of EFB D24S8 depth

Fixes assertion tripping when saving state on Adreno.
This commit is contained in:
Stenzek 2020-05-24 15:33:02 +10:00
parent 393ce529af
commit ad373950a2
2 changed files with 21 additions and 38 deletions

View File

@ -188,11 +188,18 @@ bool FramebufferManager::CreateEFBFramebuffer()
m_efb_resolve_color_texture = g_renderer->CreateTexture( m_efb_resolve_color_texture = g_renderer->CreateTexture(
TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1, TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1,
efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0)); efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0));
if (!m_efb_resolve_color_texture)
return false;
}
// We also need one to convert the D24S8 to R32F if that is being used (Adreno).
if (g_ActiveConfig.MultisamplingEnabled() || GetEFBDepthFormat() != AbstractTextureFormat::R32F)
{
m_efb_depth_resolve_texture = g_renderer->CreateTexture( m_efb_depth_resolve_texture = g_renderer->CreateTexture(
TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1, TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1,
efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(), efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(),
AbstractTextureFlag_RenderTarget)); AbstractTextureFlag_RenderTarget));
if (!m_efb_resolve_color_texture || !m_efb_depth_resolve_texture) if (!m_efb_depth_resolve_texture)
return false; return false;
m_efb_depth_resolve_framebuffer = m_efb_depth_resolve_framebuffer =
@ -246,10 +253,14 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
return m_efb_resolve_color_texture.get(); return m_efb_resolve_color_texture.get();
} }
AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region) AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region,
bool force_r32f)
{ {
if (!IsEFBMultisampled()) if (!IsEFBMultisampled() || !force_r32f ||
m_efb_depth_texture->GetFormat() == AbstractTextureFormat::R32F)
{
return m_efb_depth_texture.get(); return m_efb_depth_texture.get();
}
// It's not valid to resolve an out-of-range rectangle. // It's not valid to resolve an out-of-range rectangle.
MathUtil::Rectangle<int> clamped_region = region; MathUtil::Rectangle<int> clamped_region = region;
@ -896,7 +907,7 @@ void FramebufferManager::DoSaveState(PointerWrap& p)
// This won't be bit-exact when loading, which could cause interesting rendering side-effects for // This won't be bit-exact when loading, which could cause interesting rendering side-effects for
// a frame. But whatever, MSAA doesn't exactly behave that well anyway. // a frame. But whatever, MSAA doesn't exactly behave that well anyway.
AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect()); AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect());
AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect()); AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect(), true);
// We don't want to save these as rendertarget textures, just the data itself when deserializing. // We don't want to save these as rendertarget textures, just the data itself when deserializing.
const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(), const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(),
@ -904,39 +915,10 @@ void FramebufferManager::DoSaveState(PointerWrap& p)
1, GetEFBColorFormat(), 0); 1, GetEFBColorFormat(), 0);
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p); g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
if (AbstractTexture::IsCompatibleDepthAndColorFormats(m_efb_depth_texture->GetFormat(),
GetEFBDepthCopyFormat()))
{
const TextureConfig depth_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(), const TextureConfig depth_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
depth_texture->GetLevels(), depth_texture->GetLayers(), depth_texture->GetLevels(), depth_texture->GetLayers(),
1, GetEFBDepthCopyFormat(), 0); 1, GetEFBDepthCopyFormat(), 0);
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p); g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
}
else
{
// If the EFB is backed by a D24S8 texture, we first have to convert it to R32F.
const TextureConfig temp_texture_config(
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
depth_texture->GetLayers(), 1, GetEFBDepthCopyFormat(), AbstractTextureFlag_RenderTarget);
std::unique_ptr<AbstractTexture> temp_texture = g_renderer->CreateTexture(temp_texture_config);
std::unique_ptr<AbstractFramebuffer> temp_fb =
g_renderer->CreateFramebuffer(temp_texture.get(), nullptr);
if (temp_texture && temp_fb)
{
g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture,
depth_texture->GetRect());
const TextureConfig depth_texture_config(
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0);
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
}
else
{
PanicAlert("Failed to create temp texture for depth saving");
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
}
}
} }
void FramebufferManager::DoLoadState(PointerWrap& p) void FramebufferManager::DoLoadState(PointerWrap& p)

View File

@ -74,7 +74,8 @@ public:
// Resolve color/depth textures to a non-msaa texture, and return it. // Resolve color/depth textures to a non-msaa texture, and return it.
AbstractTexture* ResolveEFBColorTexture(const MathUtil::Rectangle<int>& region); AbstractTexture* ResolveEFBColorTexture(const MathUtil::Rectangle<int>& region);
AbstractTexture* ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region); AbstractTexture* ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region,
bool force_r32f = false);
// Reinterpret pixel format of EFB color texture. // Reinterpret pixel format of EFB color texture.
// Assumes no render pass is currently in progress. // Assumes no render pass is currently in progress.