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FramebufferManager: Fix invalid transitions for 1xIR in EFB cache

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stenzek committed Apr 28, 2019
1 parent 5399995 commit 53af27b1338827d6f08ef87a8f360dc1ceb550f8
Showing with 3 additions and 6 deletions.
  1. +1 −6 Source/Core/VideoCommon/FramebufferManager.cpp
  2. +2 −0 Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -223,10 +223,7 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
{
// Return the normal EFB texture if multisampling is off.
if (!IsEFBMultisampled())
{
m_efb_color_texture->FinishedRendering();
return m_efb_color_texture.get();
}

// It's not valid to resolve an out-of-range rectangle.
MathUtil::Rectangle<int> clamped_region = region;
@@ -246,10 +243,7 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region)
{
if (!IsEFBMultisampled())
{
m_efb_depth_texture->FinishedRendering();
return m_efb_depth_texture.get();
}

// It's not valid to resolve an out-of-range rectangle.
MathUtil::Rectangle<int> clamped_region = region;
@@ -566,6 +560,7 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index)
// Downsample from internal resolution to 1x.
// TODO: This won't produce correct results at IRs above 2x. More samples are required.
// This is the same issue as with EFB copies.
src_texture->FinishedRendering();
g_renderer->BeginUtilityDrawing();

const float rcp_src_width = 1.0f / m_efb_framebuffer->GetWidth();
@@ -2186,6 +2186,7 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
is_depth_copy ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);

src_texture->FinishedRendering();
g_renderer->BeginUtilityDrawing();

// Fill uniform buffer.
@@ -2253,6 +2254,7 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
params.depth ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);

src_texture->FinishedRendering();
g_renderer->BeginUtilityDrawing();

// Fill uniform buffer.

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