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gl_rasterizer_cache: Implement a simpler surface copy using glCopyImageSubData.

This commit is contained in:
bunnei 2018-10-05 23:09:01 -04:00
parent 6cc7656e81
commit 749aef3dd0

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@ -559,6 +559,18 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
return true; return true;
} }
static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
const auto& src_params{src_surface->GetSurfaceParams()};
const auto& dst_params{dst_surface->GetSurfaceParams()};
const u32 width{std::min(src_params.width, dst_params.width)};
const u32 height{std::min(src_params.height, dst_params.height)};
glCopyImageSubData(src_surface->Texture().handle, SurfaceTargetToGL(src_params.target), 0, 0, 0,
0, dst_surface->Texture().handle, SurfaceTargetToGL(dst_params.target), 0, 0,
0, 0, width, height, 1);
}
static void CopySurface(const Surface& src_surface, const Surface& dst_surface, static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
GLuint copy_pbo_handle, GLenum src_attachment = 0, GLuint copy_pbo_handle, GLenum src_attachment = 0,
GLenum dst_attachment = 0, std::size_t cubemap_face = 0) { GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
@ -1041,6 +1053,15 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
// Get a new surface with the new parameters, and blit the previous surface to it // Get a new surface with the new parameters, and blit the previous surface to it
Surface new_surface{GetUncachedSurface(new_params)}; Surface new_surface{GetUncachedSurface(new_params)};
// For compatible surfaces, we can just do fast glCopyImageSubData based copy
if (old_params.target == new_params.target && old_params.type == new_params.type &&
old_params.depth == new_params.depth && old_params.depth == 1 &&
SurfaceParams::GetFormatBpp(old_params.pixel_format) ==
SurfaceParams::GetFormatBpp(new_params.pixel_format)) {
FastCopySurface(old_surface, new_surface);
return new_surface;
}
// If the format is the same, just do a framebuffer blit. This is significantly faster than // If the format is the same, just do a framebuffer blit. This is significantly faster than
// 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. When use_accurate_framebuffers setting is enabled, perform a more accurate // reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate