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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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