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@ -1021,24 +1021,155 @@ void RasterizerCacheOpenGL::FastLayeredCopySurface(const Surface& src_surface, |
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} |
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} |
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface, |
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const MathUtil::Rectangle<u32>& src_rect, |
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const MathUtil::Rectangle<u32>& dst_rect, GLuint read_fb_handle, |
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GLuint draw_fb_handle, GLenum src_attachment = 0, GLenum dst_attachment = 0, |
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std::size_t cubemap_face = 0) { |
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const auto& src_params{src_surface->GetSurfaceParams()}; |
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const auto& dst_params{dst_surface->GetSurfaceParams()}; |
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OpenGLState prev_state{OpenGLState::GetCurState()}; |
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SCOPE_EXIT({ prev_state.Apply(); }); |
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OpenGLState state; |
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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{}; |
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if (src_params.type == SurfaceType::ColorTexture) { |
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switch (src_params.target) { |
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case SurfaceTarget::Texture2D: |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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GL_TEXTURE_2D, src_surface->Texture().handle, 0); |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
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0, 0); |
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break; |
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case SurfaceTarget::TextureCubemap: |
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glFramebufferTexture2D( |
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GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), |
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src_surface->Texture().handle, 0); |
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glFramebufferTexture2D( |
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GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0); |
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break; |
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case SurfaceTarget::Texture2DArray: |
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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src_surface->Texture().handle, 0, 0); |
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0); |
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break; |
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case SurfaceTarget::Texture3D: |
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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SurfaceTargetToGL(src_params.target), |
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src_surface->Texture().handle, 0, 0); |
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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SurfaceTargetToGL(src_params.target), 0, 0, 0); |
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break; |
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default: |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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GL_TEXTURE_2D, src_surface->Texture().handle, 0); |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
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0, 0); |
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break; |
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} |
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switch (dst_params.target) { |
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case SurfaceTarget::Texture2D: |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
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0, 0); |
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break; |
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case SurfaceTarget::TextureCubemap: |
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glFramebufferTexture2D( |
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), |
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dst_surface->Texture().handle, 0); |
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glFramebufferTexture2D( |
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GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0); |
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break; |
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case SurfaceTarget::Texture2DArray: |
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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dst_surface->Texture().handle, 0, 0); |
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0); |
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break; |
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case SurfaceTarget::Texture3D: |
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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SurfaceTargetToGL(dst_params.target), |
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dst_surface->Texture().handle, 0, 0); |
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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SurfaceTargetToGL(dst_params.target), 0, 0, 0); |
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break; |
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default: |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
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0, 0); |
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break; |
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} |
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buffers = GL_COLOR_BUFFER_BIT; |
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} else if (src_params.type == SurfaceType::Depth) { |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, |
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src_surface->Texture().handle, 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 + dst_attachment, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, |
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dst_surface->Texture().handle, 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 (src_params.type == SurfaceType::DepthStencil) { |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, |
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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_surface->Texture().handle, 0); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, |
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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_surface->Texture().handle, 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.top, src_rect.right, src_rect.bottom, dst_rect.left, |
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, |
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); |
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return true; |
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} |
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void RasterizerCacheOpenGL::FermiCopySurface( |
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const Tegra::Engines::Fermi2D::Regs::Surface& src_config, |
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config) { |
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config, |
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const MathUtil::Rectangle<u32>& src_rect, const MathUtil::Rectangle<u32>& dst_rect) { |
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const auto& src_params = SurfaceParams::CreateForFermiCopySurface(src_config); |
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const auto& dst_params = SurfaceParams::CreateForFermiCopySurface(dst_config); |
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ASSERT(src_params.width == dst_params.width); |
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ASSERT(src_params.height == dst_params.height); |
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ASSERT(src_params.pixel_format == dst_params.pixel_format); |
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ASSERT(src_params.block_height == dst_params.block_height); |
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ASSERT(src_params.is_tiled == dst_params.is_tiled); |
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ASSERT(src_params.depth == dst_params.depth); |
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ASSERT(src_params.depth == 1); // Currently, FastCopySurface only works with 2D surfaces
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ASSERT(src_params.target == dst_params.target); |
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ASSERT(src_params.rt.index == dst_params.rt.index); |
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FastCopySurface(GetSurface(src_params, true), GetSurface(dst_params, false)); |
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auto src_surface = GetSurface(src_params, true); |
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auto dst_surface = GetSurface(dst_params, true); |
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BlitSurface(src_surface, dst_surface, src_rect, dst_rect, read_framebuffer.handle, |
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draw_framebuffer.handle); |
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} |
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void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface, |
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