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@ -478,6 +478,10 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager& |
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if (is_rescaling_on) { |
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rescale_draw_fbo.Create(); |
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rescale_read_fbo.Create(); |
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// Make sure the framebuffer is created without DSA
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_draw_fbo.handle); |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_read_fbo.handle); |
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} |
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} |
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@ -882,11 +886,6 @@ bool Image::Scale(bool scale_src, bool scale_dst) { |
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UNIMPLEMENTED(); |
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return false; |
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} |
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GLint prev_draw_fbo; |
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GLint prev_read_fbo; |
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fbo); |
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prev_read_fbo); |
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const GLenum attachment = [this] { |
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switch (GetFormatType(info.format)) { |
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case SurfaceType::ColorTexture: |
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@ -935,10 +934,8 @@ bool Image::Scale(bool scale_src, bool scale_dst) { |
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dst_info.size.height = dst_height; |
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auto dst_texture = MakeImage(dst_info, gl_internal_format); |
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const auto& read_fbo = runtime->rescale_read_fbo; |
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const auto& draw_fbo = runtime->rescale_draw_fbo; |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_fbo.handle); |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo.handle); |
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const GLuint read_fbo = runtime->rescale_read_fbo.handle; |
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const GLuint draw_fbo = runtime->rescale_draw_fbo.handle; |
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for (s32 layer = 0; layer < info.resources.layers; ++layer) { |
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for (s32 level = 0; level < info.resources.levels; ++level) { |
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const u32 src_level_width = std::max(1u, src_width >> level); |
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@ -946,20 +943,15 @@ bool Image::Scale(bool scale_src, bool scale_dst) { |
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const u32 dst_level_width = std::max(1u, dst_width >> level); |
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const u32 dst_level_height = std::max(1u, dst_height >> level); |
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glNamedFramebufferTextureLayer(read_fbo.handle, attachment, texture.handle, level, |
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layer); |
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glNamedFramebufferTextureLayer(draw_fbo.handle, attachment, dst_texture.handle, level, |
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layer); |
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glBlitNamedFramebuffer(read_fbo.handle, draw_fbo.handle, 0, 0, src_level_width, |
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src_level_height, 0, 0, dst_level_width, dst_level_height, mask, |
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filter); |
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glNamedFramebufferTextureLayer(read_fbo, attachment, texture.handle, level, layer); |
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glNamedFramebufferTextureLayer(draw_fbo, attachment, dst_texture.handle, level, layer); |
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glBlitNamedFramebuffer(read_fbo, draw_fbo, 0, 0, src_level_width, src_level_height, 0, |
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0, dst_level_width, dst_level_height, mask, filter); |
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glNamedFramebufferTextureLayer(read_fbo, attachment, 0, level, layer); |
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glNamedFramebufferTextureLayer(draw_fbo, attachment, 0, level, layer); |
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} |
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} |
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texture = std::move(dst_texture); |
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// Restore previous framebuffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fbo); |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, prev_read_fbo); |
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return true; |
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} |
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