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@ -1123,8 +1123,8 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool pres |
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} else if (preserve_contents) { |
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// If surface parameters changed and we care about keeping the previous data, recreate
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// the surface from the old one
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Unregister(surface); |
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Surface new_surface{RecreateSurface(surface, params)}; |
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Unregister(surface); |
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Register(new_surface); |
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return new_surface; |
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} else { |
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@ -1214,7 +1214,6 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface, |
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const bool is_blit{old_params.pixel_format == new_params.pixel_format}; |
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switch (new_params.target) { |
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case SurfaceParams::SurfaceTarget::Texture3D: |
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case SurfaceParams::SurfaceTarget::Texture2D: |
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if (is_blit) { |
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BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle); |
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@ -1222,6 +1221,9 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface, |
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CopySurface(old_surface, new_surface, copy_pbo.handle); |
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} |
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break; |
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case SurfaceParams::SurfaceTarget::Texture3D: |
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AccurateCopySurface(old_surface, new_surface); |
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break; |
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case SurfaceParams::SurfaceTarget::TextureCubemap: { |
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if (old_params.rt.array_mode != 1) { |
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// TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
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