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@ -405,138 +405,6 @@ void SwizzleFunc(const MortonSwizzleMode& mode, const SurfaceParams& params, |
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} |
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} |
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MICROPROFILE_DEFINE(OpenGL_BlitSurface, "OpenGL", "BlitSurface", MP_RGB(128, 192, 64)); |
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface, |
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GLuint read_fb_handle, GLuint draw_fb_handle, GLenum src_attachment = 0, |
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) { |
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MICROPROFILE_SCOPE(OpenGL_BlitSurface); |
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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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// Set sRGB enabled if the destination surfaces need it
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state.framebuffer_srgb.enabled = dst_params.srgb_conversion; |
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state.ApplyFramebufferState(); |
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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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const auto& rect{src_params.GetRect()}; |
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glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom, |
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rect.right, rect.top, 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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static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) { |
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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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@ -1163,7 +1031,10 @@ void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface, |
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const Surface& dst_surface) { |
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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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FlushRegion(src_params.addr, dst_params.MemorySize()); |
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// Flush enough memory for both the source and destination surface
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FlushRegion(src_params.addr, std::max(src_params.MemorySize(), dst_params.MemorySize())); |
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LoadSurface(dst_surface); |
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} |
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@ -1189,20 +1060,9 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface, |
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return new_surface; |
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} |
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
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// surface copy, where pixels are reinterpreted as a new format (without conversion). This
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// code path uses OpenGL PBOs and is quite slow.
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const bool is_blit{old_params.pixel_format == new_params.pixel_format}; |
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switch (new_params.target) { |
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case SurfaceTarget::Texture2D: |
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if (is_blit) { |
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BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle); |
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} else { |
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CopySurface(old_surface, new_surface, copy_pbo.handle); |
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} |
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CopySurface(old_surface, new_surface, copy_pbo.handle); |
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break; |
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case SurfaceTarget::Texture3D: |
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AccurateCopySurface(old_surface, new_surface); |
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