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@ -9,6 +9,7 @@ |
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#include "core/core.h"
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#include "video_core/morton.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_texture_cache.h"
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#include "video_core/renderer_opengl/utils.h"
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#include "video_core/texture_cache/texture_cache.h"
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@ -23,6 +24,7 @@ using VideoCore::MortonSwizzleMode; |
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using VideoCore::Surface::ComponentType; |
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using VideoCore::Surface::PixelFormat; |
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using VideoCore::Surface::SurfaceTarget; |
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using VideoCore::Surface::SurfaceType; |
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MICROPROFILE_DEFINE(OpenGL_Texture_Upload, "OpenGL", "Texture Upload", MP_RGB(128, 192, 128)); |
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MICROPROFILE_DEFINE(OpenGL_Texture_Download, "OpenGL", "Texture Download", MP_RGB(128, 192, 128)); |
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@ -422,7 +424,10 @@ OGLTextureView CachedSurfaceView::CreateTextureView() const { |
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TextureCacheOpenGL::TextureCacheOpenGL(Core::System& system, |
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VideoCore::RasterizerInterface& rasterizer) |
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: TextureCacheBase{system, rasterizer} {} |
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: TextureCacheBase{system, rasterizer} { |
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src_framebuffer.Create(); |
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dst_framebuffer.Create(); |
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} |
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TextureCacheOpenGL::~TextureCacheOpenGL() = default; |
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@ -443,4 +448,67 @@ void TextureCacheOpenGL::ImageCopy(Surface src_surface, Surface dst_surface, |
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copy_params.depth); |
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} |
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void TextureCacheOpenGL::ImageBlit(Surface src_surface, Surface dst_surface, |
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const Common::Rectangle<u32>& src_rect, |
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const Common::Rectangle<u32>& dst_rect) { |
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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 = src_framebuffer.handle; |
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state.draw.draw_framebuffer = dst_framebuffer.handle; |
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state.ApplyFramebufferState(); |
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u32 buffers{}; |
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UNIMPLEMENTED_IF(src_params.target != SurfaceTarget::Texture2D); |
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UNIMPLEMENTED_IF(dst_params.target != SurfaceTarget::Texture2D); |
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const GLuint src_texture{src_surface->GetTexture()}; |
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const GLuint dst_texture{dst_surface->GetTexture()}; |
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if (src_params.type == SurfaceType::ColorTexture) { |
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
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src_texture, 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, |
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dst_texture, 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 (src_params.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_texture, |
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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_texture, |
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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, 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_texture, 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_texture, 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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} |
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} // namespace OpenGL
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