TextureCache: Check the number of layers before reusing a texture.

This commit is contained in:
Jules Blok 2014-10-28 14:47:13 +01:00
parent 272ea90ca5
commit 5944d15021
3 changed files with 8 additions and 3 deletions

View file

@ -222,7 +222,9 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, FramebufferManager::GetEFBLayers(), 0, gl_format, gl_type, nullptr);
entry->num_layers = FramebufferManager::GetEFBLayers();
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, entry->num_layers, 0, gl_format, gl_type, nullptr);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glGenFramebuffers(1, &entry->framebuffer);

View file

@ -444,14 +444,15 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
//
// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
// TODO: Actually, it should be enough if the internal texture format matches...
if ((entry->type == TCET_NORMAL &&
if (((entry->type == TCET_NORMAL &&
width == entry->virtual_width &&
height == entry->virtual_height &&
full_format == entry->format &&
entry->num_mipmaps > maxlevel) ||
(entry->type == TCET_EC_DYNAMIC &&
entry->native_width == width &&
entry->native_height == height))
entry->native_height == height)) &&
entry->num_layers == 1)
{
// reuse the texture
}
@ -519,6 +520,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
// Currently, we might try to reuse a texture which appears to have more levels than actual, maybe..
entry->num_mipmaps = maxlevel + 1;
entry->num_layers = 1;
entry->type = TCET_NORMAL;
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);

View file

@ -39,6 +39,7 @@ public:
enum TexCacheEntryType type;
unsigned int num_mipmaps;
unsigned int num_layers;
unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
unsigned int virtual_width, virtual_height; // Texture dimensions from OUR point of view - for hires textures or scaled EFB copies