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@ -169,60 +169,10 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup |
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex, |
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type, |
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GLuint read_fb_handle, GLuint draw_fb_handle) { |
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OpenGLState state = OpenGLState::GetCurState(); |
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OpenGLState prev_state = state; |
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SCOPE_EXIT({ prev_state.Apply(); }); |
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// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
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// components
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state.ResetTexture(src_tex); |
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state.ResetTexture(dst_tex); |
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state.draw.read_framebuffer = read_fb_handle; |
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state.draw.draw_framebuffer = draw_fb_handle; |
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state.Apply(); |
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u32 buffers = 0; |
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if (type == SurfaceType::ColorTexture) { |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex, |
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0); |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, |
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0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, |
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0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, |
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0); |
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buffers = GL_COLOR_BUFFER_BIT; |
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} else if (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_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 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_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 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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} else if (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_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
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src_tex, 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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dst_tex, 0); |
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; |
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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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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers, |
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); |
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glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex, |
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GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(), |
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src_rect.GetHeight(), 0); |
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return true; |
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} |
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@ -1102,16 +1052,19 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu |
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params.UpdateParams(); |
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if (config.tic.Width() % 8 != 0 || config.tic.Height() % 8 != 0 || |
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if (params.GetActualWidth() % 8 != 0 || params.GetActualHeight() % 8 != 0 || |
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params.stride != params.width) { |
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Surface src_surface; |
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MathUtil::Rectangle<u32> rect; |
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std::tie(src_surface, rect) = GetSurfaceSubRect(params, ScaleMatch::Ignore, true); |
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rect = rect.Scale(params.GetCompresssionFactor()); |
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params.res_scale = src_surface->res_scale; |
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Surface tmp_surface = CreateSurface(params); |
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BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle, |
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tmp_surface->GetScaledRect(), |
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auto dst_rect = tmp_surface->GetScaledRect().Scale(params.GetCompresssionFactor()); |
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BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle, dst_rect, |
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SurfaceParams::GetFormatType(params.pixel_format), read_framebuffer.handle, |
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draw_framebuffer.handle); |
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