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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.
This commit is contained in:
ameerj 2021-11-16 18:32:36 -05:00
parent 35ca6274f4
commit 50c3d53076
1 changed files with 12 additions and 7 deletions

View File

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