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gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.

This commit is contained in:
bunnei 2018-09-14 12:07:22 -04:00
parent 2e1cdde994
commit a9aa1db552
1 changed files with 88 additions and 23 deletions

View File

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