gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.
This commit is contained in:
parent
2e1cdde994
commit
a9aa1db552
|
@ -414,9 +414,12 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
|
||||||
// clang-format on
|
// clang-format on
|
||||||
};
|
};
|
||||||
|
|
||||||
static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
|
static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
|
||||||
const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
|
GLuint read_fb_handle, GLuint draw_fb_handle, std::size_t face = 0) {
|
||||||
GLuint read_fb_handle, GLuint draw_fb_handle) {
|
|
||||||
|
const auto& src_params{src_surface->GetSurfaceParams()};
|
||||||
|
const auto& dst_params{dst_surface->GetSurfaceParams()};
|
||||||
|
|
||||||
OpenGLState prev_state{OpenGLState::GetCurState()};
|
OpenGLState prev_state{OpenGLState::GetCurState()};
|
||||||
SCOPE_EXIT({ prev_state.Apply(); });
|
SCOPE_EXIT({ prev_state.Apply(); });
|
||||||
|
|
||||||
|
@ -427,42 +430,106 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
|
||||||
|
|
||||||
u32 buffers{};
|
u32 buffers{};
|
||||||
|
|
||||||
if (type == SurfaceType::ColorTexture) {
|
if (src_params.type == SurfaceType::ColorTexture) {
|
||||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
|
switch (src_params.target) {
|
||||||
0);
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
||||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||||
0);
|
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,
|
switch (dst_params.target) {
|
||||||
0);
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
||||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||||
0);
|
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;
|
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_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_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_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);
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
||||||
|
|
||||||
buffers = GL_DEPTH_BUFFER_BIT;
|
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_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
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_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
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;
|
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,
|
const auto& rect{src_params.GetRect()};
|
||||||
dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
|
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);
|
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
|
||||||
|
|
||||||
return true;
|
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
|
// using PBOs. The is also likely less accurate, as textures will be converted rather than
|
||||||
// reinterpreted.
|
// reinterpreted.
|
||||||
|
|
||||||
BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
|
BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
|
||||||
params.GetRect(), params.type, read_framebuffer.handle,
|
|
||||||
draw_framebuffer.handle);
|
|
||||||
} else {
|
} else {
|
||||||
// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
|
// 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
|
// where pixels are reinterpreted as a new format (without conversion). This code path uses
|
||||||
|
|
Loading…
Reference in a new issue