gl_texture_cache: Make FormatConversionPass more generic
This allows the usage of the FormatConversionPass to be applied to more than the previously used BGR conversion scenarios.
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@ -1288,10 +1288,14 @@ Framebuffer::~Framebuffer() = default;
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void FormatConversionPass::ConvertImage(Image& dst_image, Image& src_image,
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std::span<const VideoCommon::ImageCopy> copies) {
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const GLenum dst_target = ImageTarget(dst_image.info);
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const GLenum src_target = ImageTarget(src_image.info);
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const u32 img_bpp = BytesPerBlock(src_image.info.format);
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for (const ImageCopy& copy : copies) {
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const u32 num_src_layers = static_cast<u32>(copy.src_subresource.num_layers);
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const u32 copy_size = copy.extent.width * copy.extent.height * num_src_layers * img_bpp;
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const auto src_origin = MakeCopyOrigin(copy.src_offset, copy.src_subresource, src_target);
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const auto dst_origin = MakeCopyOrigin(copy.dst_offset, copy.dst_subresource, dst_target);
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const auto region = MakeCopyRegion(copy.extent, copy.dst_subresource, dst_target);
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const u32 copy_size = region.width * region.height * region.depth * img_bpp;
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if (pbo_size < copy_size) {
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intermediate_pbo.Create();
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pbo_size = copy_size;
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@ -1301,17 +1305,18 @@ void FormatConversionPass::ConvertImage(Image& dst_image, Image& src_image,
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ROW_LENGTH, copy.extent.width);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, intermediate_pbo.handle);
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glGetTextureSubImage(src_image.Handle(), 0, 0, 0, 0, copy.extent.width, copy.extent.height,
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num_src_layers, src_image.GlFormat(), src_image.GlType(),
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glGetTextureSubImage(src_image.Handle(), src_origin.level, src_origin.x, src_origin.y,
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src_origin.z, region.width, region.height, region.depth,
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src_image.GlFormat(), src_image.GlType(),
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static_cast<GLsizei>(pbo_size), nullptr);
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// Copy from PBO to destination in desired GL format
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, copy.extent.width);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, intermediate_pbo.handle);
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glTextureSubImage3D(dst_image.Handle(), 0, 0, 0, 0, copy.extent.width, copy.extent.height,
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copy.dst_subresource.num_layers, dst_image.GlFormat(),
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dst_image.GlType(), nullptr);
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glTextureSubImage3D(dst_image.Handle(), dst_origin.level, dst_origin.x, dst_origin.y,
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dst_origin.z, region.width, region.height, region.depth,
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dst_image.GlFormat(), dst_image.GlType(), nullptr);
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}
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}
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