gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.
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2e1cdde994
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@ -414,9 +414,12 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
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// clang-format on
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// clang-format on
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};
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};
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle, std::size_t face = 0) {
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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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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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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@ -427,42 +430,106 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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u32 buffers{};
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u32 buffers{};
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if (type == SurfaceType::ColorTexture) {
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if (src_params.type == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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switch (src_params.target) {
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0);
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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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 SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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0);
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0);
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break;
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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 SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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, GL_TEXTURE_2D,
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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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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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switch (dst_params.target) {
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0);
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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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 SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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0);
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0);
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break;
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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 SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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, GL_TEXTURE_2D,
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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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buffers = GL_COLOR_BUFFER_BIT;
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} else if (type == SurfaceType::Depth) {
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} else if (src_params.type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 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_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 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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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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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (type == SurfaceType::DepthStencil) {
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} else if (src_params.type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_tex, 0);
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_tex, 0);
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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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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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}
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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const auto& rect{src_params.GetRect()};
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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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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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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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return true;
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@ -841,9 +908,7 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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// using PBOs. The is also likely less accurate, as textures will be converted rather 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.
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// reinterpreted.
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
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params.GetRect(), params.type, read_framebuffer.handle,
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draw_framebuffer.handle);
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} else {
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} else {
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// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
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// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
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// where pixels are reinterpreted as a new format (without conversion). This code path uses
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// where pixels are reinterpreted as a new format (without conversion). This code path uses
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