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Merge pull request #541 from Subv/blittextures

GLCache: Fixed copying compressed textures in the rasterizer cache.
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bunnei 2018-06-07 01:35:01 -04:00 committed by GitHub
commit 930487c7fb
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@ -169,60 +169,10 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex, static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type, const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
GLuint read_fb_handle, GLuint draw_fb_handle) { GLuint read_fb_handle, GLuint draw_fb_handle) {
OpenGLState state = OpenGLState::GetCurState();
OpenGLState prev_state = state;
SCOPE_EXIT({ prev_state.Apply(); });
// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
// components
state.ResetTexture(src_tex);
state.ResetTexture(dst_tex);
state.draw.read_framebuffer = read_fb_handle;
state.draw.draw_framebuffer = draw_fb_handle;
state.Apply();
u32 buffers = 0;
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,
0);
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,
0);
buffers = GL_COLOR_BUFFER_BIT;
} else if (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_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_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
buffers = GL_DEPTH_BUFFER_BIT;
} else if (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);
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);
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,
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
src_rect.GetHeight(), 0);
return true; return true;
} }
@ -1102,16 +1052,19 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
params.UpdateParams(); params.UpdateParams();
if (config.tic.Width() % 8 != 0 || config.tic.Height() % 8 != 0 || if (params.GetActualWidth() % 8 != 0 || params.GetActualHeight() % 8 != 0 ||
params.stride != params.width) { params.stride != params.width) {
Surface src_surface; Surface src_surface;
MathUtil::Rectangle<u32> rect; MathUtil::Rectangle<u32> rect;
std::tie(src_surface, rect) = GetSurfaceSubRect(params, ScaleMatch::Ignore, true); std::tie(src_surface, rect) = GetSurfaceSubRect(params, ScaleMatch::Ignore, true);
rect = rect.Scale(params.GetCompresssionFactor());
params.res_scale = src_surface->res_scale; params.res_scale = src_surface->res_scale;
Surface tmp_surface = CreateSurface(params); Surface tmp_surface = CreateSurface(params);
BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle,
tmp_surface->GetScaledRect(), auto dst_rect = tmp_surface->GetScaledRect().Scale(params.GetCompresssionFactor());
BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle, dst_rect,
SurfaceParams::GetFormatType(params.pixel_format), read_framebuffer.handle, SurfaceParams::GetFormatType(params.pixel_format), read_framebuffer.handle,
draw_framebuffer.handle); draw_framebuffer.handle);