gl_rasterizer_cache: Remove BlitSurface and replace with more accurate copy.
- BlitSurface with different texture targets is inherently broken. - When target is the same, we can just use FastCopySurface. - Fixes rendering issues with Breath of the Wild.
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5a9a84994a
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3d3cc35ee7
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@ -405,138 +405,6 @@ void SwizzleFunc(const MortonSwizzleMode& mode, const SurfaceParams& params,
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}
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}
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MICROPROFILE_DEFINE(OpenGL_BlitSurface, "OpenGL", "BlitSurface", MP_RGB(128, 192, 64));
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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GLuint read_fb_handle, GLuint draw_fb_handle, GLenum src_attachment = 0,
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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MICROPROFILE_SCOPE(OpenGL_BlitSurface);
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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// Set sRGB enabled if the destination surfaces need it
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state.framebuffer_srgb.enabled = dst_params.srgb_conversion;
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state.ApplyFramebufferState();
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u32 buffers{};
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if (src_params.type == SurfaceType::ColorTexture) {
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switch (src_params.target) {
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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src_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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SurfaceTargetToGL(src_params.target),
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src_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(src_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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switch (dst_params.target) {
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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SurfaceTargetToGL(dst_params.target),
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(dst_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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const auto& rect{src_params.GetRect()};
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glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom,
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rect.right, rect.top, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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}
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static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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@ -1189,20 +1057,9 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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return new_surface;
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}
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
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// surface copy, where pixels are reinterpreted as a new format (without conversion). This
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// code path uses OpenGL PBOs and is quite slow.
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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 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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} else {
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CopySurface(old_surface, new_surface, copy_pbo.handle);
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}
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CopySurface(old_surface, new_surface, copy_pbo.handle);
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break;
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case SurfaceTarget::Texture3D:
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AccurateCopySurface(old_surface, new_surface);
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