GPU: Keep drawing area invalidated after invalidating shadow VRAM copy
Partially fixes the motion blur in Vagrant Story.
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@ -257,7 +257,8 @@ GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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{
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m_vram_dirty_rect.Include(Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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m_vram_dirty_rect.Include(
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Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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}
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void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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@ -268,7 +269,8 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
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{
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m_vram_dirty_rect.Include(Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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m_vram_dirty_rect.Include(
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Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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@ -288,6 +290,12 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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FlushRender();
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UpdateVRAMReadTexture();
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m_renderer_stats.num_vram_read_texture_updates++;
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// At this point, we're still drawing to the same area. Without knowing the polygon bounds, potentially the
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// whole area can be drawn over in this call. So we have to keep that range dirty. This is not ideal, since
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// we're going to be doing a bunch of potentially redundant copies.
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m_vram_dirty_rect = m_drawing_area;
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}
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}
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@ -713,9 +713,6 @@ void GPU_HW_D3D11::UpdateVRAMReadTexture()
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const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
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m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
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&src_box);
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW_D3D11::FlushRender()
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@ -812,9 +812,6 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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glEnable(GL_SCISSOR_TEST);
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m_vram_texture.BindFramebuffer(GL_FRAMEBUFFER);
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}
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW_OpenGL::FlushRender()
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@ -634,9 +634,6 @@ void GPU_HW_OpenGL_ES::UpdateVRAMReadTexture()
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glEnable(GL_SCISSOR_TEST);
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m_vram_texture.BindFramebuffer(GL_FRAMEBUFFER);
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}
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW_OpenGL_ES::FlushRender()
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