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@ -24,7 +24,6 @@ using Tegra::Texture::SwizzleSource;
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using VideoCore::MortonSwizzleMode;
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using VideoCore::Surface::PixelFormat;
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using VideoCore::Surface::SurfaceCompression;
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using VideoCore::Surface::SurfaceTarget;
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using VideoCore::Surface::SurfaceType;
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@ -37,96 +36,95 @@ namespace {
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struct FormatTuple {
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GLint internal_format;
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GLenum format;
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GLenum type;
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bool compressed;
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GLenum format = GL_NONE;
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GLenum type = GL_NONE;
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};
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constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex_format_tuples = {{
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, false}, // ABGR8U
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{GL_RGBA8_SNORM, GL_RGBA, GL_BYTE, false}, // ABGR8S
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{GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, false}, // ABGR8UI
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, false}, // B5G6R5U
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{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, false}, // A2B10G10R10U
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{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, false}, // A1B5G5R5U
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE, false}, // R8U
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{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, false}, // R8UI
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{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false}, // RGBA16F
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{GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, false}, // RGBA16U
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{GL_RGBA16_SNORM, GL_RGBA, GL_SHORT, false}, // RGBA16S
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{GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, false}, // RGBA16UI
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{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, false}, // R11FG11FB10F
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{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, false}, // RGBA32UI
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{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT1
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{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT23
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{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT45
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{GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_INT_8_8_8_8, true}, // DXN1
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{GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_INT_8_8_8_8, true}, // DXN2UNORM
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{GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_INT, true}, // DXN2SNORM
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{GL_COMPRESSED_RGBA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // BC7U
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{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, true}, // BC6H_UF16
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, true}, // BC6H_SF16
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_4X4
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, false}, // BGRA8
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{GL_RGBA32F, GL_RGBA, GL_FLOAT, false}, // RGBA32F
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{GL_RG32F, GL_RG, GL_FLOAT, false}, // RG32F
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{GL_R32F, GL_RED, GL_FLOAT, false}, // R32F
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{GL_R16F, GL_RED, GL_HALF_FLOAT, false}, // R16F
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{GL_R16, GL_RED, GL_UNSIGNED_SHORT, false}, // R16U
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{GL_R16_SNORM, GL_RED, GL_SHORT, false}, // R16S
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{GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT, false}, // R16UI
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{GL_R16I, GL_RED_INTEGER, GL_SHORT, false}, // R16I
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{GL_RG16, GL_RG, GL_UNSIGNED_SHORT, false}, // RG16
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{GL_RG16F, GL_RG, GL_HALF_FLOAT, false}, // RG16F
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{GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT, false}, // RG16UI
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{GL_RG16I, GL_RG_INTEGER, GL_SHORT, false}, // RG16I
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{GL_RG16_SNORM, GL_RG, GL_SHORT, false}, // RG16S
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{GL_RGB32F, GL_RGB, GL_FLOAT, false}, // RGB32F
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, false}, // RGBA8_SRGB
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE, false}, // RG8U
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{GL_RG8_SNORM, GL_RG, GL_BYTE, false}, // RG8S
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{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, false}, // RG32UI
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{GL_RGB16F, GL_RGBA, GL_HALF_FLOAT, false}, // RGBX16F
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{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, false}, // R32UI
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{GL_R32I, GL_RED_INTEGER, GL_INT, false}, // R32I
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X8
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X5
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_5X4
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{GL_SRGB8_ALPHA8, GL_BGRA, GL_UNSIGNED_BYTE, false}, // BGRA8
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV}, // ABGR8U
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{GL_RGBA8_SNORM, GL_RGBA, GL_BYTE}, // ABGR8S
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{GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE}, // ABGR8UI
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV}, // B5G6R5U
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{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV}, // A2B10G10R10U
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{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // A1B5G5R5U
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE}, // R8U
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{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE}, // R8UI
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{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT}, // RGBA16F
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{GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT}, // RGBA16U
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{GL_RGBA16_SNORM, GL_RGBA, GL_SHORT}, // RGBA16S
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{GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT}, // RGBA16UI
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{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}, // R11FG11FB10F
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{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT}, // RGBA32UI
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{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT}, // DXT1
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{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT}, // DXT23
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{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT}, // DXT45
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{GL_COMPRESSED_RED_RGTC1}, // DXN1
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{GL_COMPRESSED_RG_RGTC2}, // DXN2UNORM
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{GL_COMPRESSED_SIGNED_RG_RGTC2}, // DXN2SNORM
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{GL_COMPRESSED_RGBA_BPTC_UNORM}, // BC7U
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{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}, // BC6H_UF16
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT}, // BC6H_SF16
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{GL_COMPRESSED_RGBA_ASTC_4x4_KHR}, // ASTC_2D_4X4
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE}, // BGRA8
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{GL_RGBA32F, GL_RGBA, GL_FLOAT}, // RGBA32F
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{GL_RG32F, GL_RG, GL_FLOAT}, // RG32F
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{GL_R32F, GL_RED, GL_FLOAT}, // R32F
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{GL_R16F, GL_RED, GL_HALF_FLOAT}, // R16F
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{GL_R16, GL_RED, GL_UNSIGNED_SHORT}, // R16U
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{GL_R16_SNORM, GL_RED, GL_SHORT}, // R16S
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{GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT}, // R16UI
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{GL_R16I, GL_RED_INTEGER, GL_SHORT}, // R16I
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{GL_RG16, GL_RG, GL_UNSIGNED_SHORT}, // RG16
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{GL_RG16F, GL_RG, GL_HALF_FLOAT}, // RG16F
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{GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT}, // RG16UI
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{GL_RG16I, GL_RG_INTEGER, GL_SHORT}, // RG16I
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{GL_RG16_SNORM, GL_RG, GL_SHORT}, // RG16S
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{GL_RGB32F, GL_RGB, GL_FLOAT}, // RGB32F
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV}, // RGBA8_SRGB
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, // RG8U
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{GL_RG8_SNORM, GL_RG, GL_BYTE}, // RG8S
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{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT}, // RG32UI
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{GL_RGB16F, GL_RGBA, GL_HALF_FLOAT}, // RGBX16F
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{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT}, // R32UI
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{GL_R32I, GL_RED_INTEGER, GL_INT}, // R32I
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{GL_COMPRESSED_RGBA_ASTC_8x8_KHR}, // ASTC_2D_8X8
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{GL_COMPRESSED_RGBA_ASTC_8x5_KHR}, // ASTC_2D_8X5
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{GL_COMPRESSED_RGBA_ASTC_5x4_KHR}, // ASTC_2D_5X4
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{GL_SRGB8_ALPHA8, GL_BGRA, GL_UNSIGNED_BYTE}, // BGRA8
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// Compressed sRGB formats
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT1_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT23_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // DXT45_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, true}, // BC7U_SRGB
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{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, false}, // R4G4B4A4U
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_4X4_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X8_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X5_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_5X4_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_5X5
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_5X5_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_10X8
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_10X8_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_6X6
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_6X6_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_10X10
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_10X10_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_12X12
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_12X12_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X6
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_8X6_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_6X5
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, false}, // ASTC_2D_6X5_SRGB
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, false}, // E5B9G9R9F
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT}, // DXT1_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT}, // DXT23_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}, // DXT45_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM}, // BC7U_SRGB
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{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV}, // R4G4B4A4U
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR}, // ASTC_2D_4X4_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR}, // ASTC_2D_8X8_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR}, // ASTC_2D_8X5_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR}, // ASTC_2D_5X4_SRGB
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{GL_COMPRESSED_RGBA_ASTC_5x5_KHR}, // ASTC_2D_5X5
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR}, // ASTC_2D_5X5_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x8_KHR}, // ASTC_2D_10X8
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR}, // ASTC_2D_10X8_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x6_KHR}, // ASTC_2D_6X6
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR}, // ASTC_2D_6X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x10_KHR}, // ASTC_2D_10X10
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR}, // ASTC_2D_10X10_SRGB
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{GL_COMPRESSED_RGBA_ASTC_12x12_KHR}, // ASTC_2D_12X12
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR}, // ASTC_2D_12X12_SRGB
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{GL_COMPRESSED_RGBA_ASTC_8x6_KHR}, // ASTC_2D_8X6
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR}, // ASTC_2D_8X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x5_KHR}, // ASTC_2D_6X5
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR}, // ASTC_2D_6X5_SRGB
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, // E5B9G9R9F
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// Depth formats
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false}, // Z32F
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, false}, // Z16
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, // Z32F
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // Z16
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// DepthStencil formats
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false}, // Z24S8
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false}, // S8Z24
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{GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, false}, // Z32FS8
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // Z24S8
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // S8Z24
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{GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV}, // Z32FS8
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}};
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const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
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@ -242,13 +240,14 @@ OGLTexture CreateTexture(const SurfaceParams& params, GLenum target, GLenum inte
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} // Anonymous namespace
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CachedSurface::CachedSurface(const GPUVAddr gpu_addr, const SurfaceParams& params)
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: VideoCommon::SurfaceBase<View>(gpu_addr, params) {
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CachedSurface::CachedSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
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bool is_astc_supported)
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: VideoCommon::SurfaceBase<View>(gpu_addr, params, is_astc_supported) {
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const auto& tuple{GetFormatTuple(params.pixel_format)};
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internal_format = tuple.internal_format;
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format = tuple.format;
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type = tuple.type;
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is_compressed = tuple.compressed;
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is_compressed = !is_converted && params.IsCompressed();
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target = GetTextureTarget(params.target);
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texture = CreateTexture(params, target, internal_format, texture_buffer);
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DecorateSurfaceName();
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@ -264,7 +263,7 @@ void CachedSurface::DownloadTexture(std::vector<u8>& staging_buffer) {
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if (params.IsBuffer()) {
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glGetNamedBufferSubData(texture_buffer.handle, 0,
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static_cast<GLsizeiptr>(params.GetHostSizeInBytes()),
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static_cast<GLsizeiptr>(params.GetHostSizeInBytes(false)),
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staging_buffer.data());
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return;
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}
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@ -272,9 +271,10 @@ void CachedSurface::DownloadTexture(std::vector<u8>& staging_buffer) {
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SCOPE_EXIT({ glPixelStorei(GL_PACK_ROW_LENGTH, 0); });
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for (u32 level = 0; level < params.emulated_levels; ++level) {
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glPixelStorei(GL_PACK_ALIGNMENT, std::min(8U, params.GetRowAlignment(level)));
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glPixelStorei(GL_PACK_ALIGNMENT, std::min(8U, params.GetRowAlignment(level, is_converted)));
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glPixelStorei(GL_PACK_ROW_LENGTH, static_cast<GLint>(params.GetMipWidth(level)));
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const std::size_t mip_offset = params.GetHostMipmapLevelOffset(level);
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const std::size_t mip_offset = params.GetHostMipmapLevelOffset(level, is_converted);
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u8* const mip_data = staging_buffer.data() + mip_offset;
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const GLsizei size = static_cast<GLsizei>(params.GetHostMipmapSize(level));
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if (is_compressed) {
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@ -294,14 +294,10 @@ void CachedSurface::UploadTexture(const std::vector<u8>& staging_buffer) {
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}
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void CachedSurface::UploadTextureMipmap(u32 level, const std::vector<u8>& staging_buffer) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, std::min(8U, params.GetRowAlignment(level)));
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glPixelStorei(GL_UNPACK_ALIGNMENT, std::min(8U, params.GetRowAlignment(level, is_converted)));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(params.GetMipWidth(level)));
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auto compression_type = params.GetCompressionType();
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const std::size_t mip_offset = compression_type == SurfaceCompression::Converted
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? params.GetConvertedMipmapOffset(level)
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: params.GetHostMipmapLevelOffset(level);
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const std::size_t mip_offset = params.GetHostMipmapLevelOffset(level, is_converted);
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const u8* buffer{staging_buffer.data() + mip_offset};
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if (is_compressed) {
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const auto image_size{static_cast<GLsizei>(params.GetHostMipmapSize(level))};
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@ -482,7 +478,7 @@ OGLTextureView CachedSurfaceView::CreateTextureView() const {
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TextureCacheOpenGL::TextureCacheOpenGL(Core::System& system,
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VideoCore::RasterizerInterface& rasterizer,
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const Device& device, StateTracker& state_tracker)
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: TextureCacheBase{system, rasterizer}, state_tracker{state_tracker} {
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: TextureCacheBase{system, rasterizer, device.HasASTC()}, state_tracker{state_tracker} {
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src_framebuffer.Create();
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dst_framebuffer.Create();
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}
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@ -490,7 +486,7 @@ TextureCacheOpenGL::TextureCacheOpenGL(Core::System& system,
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TextureCacheOpenGL::~TextureCacheOpenGL() = default;
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Surface TextureCacheOpenGL::CreateSurface(GPUVAddr gpu_addr, const SurfaceParams& params) {
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return std::make_shared<CachedSurface>(gpu_addr, params);
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return std::make_shared<CachedSurface>(gpu_addr, params, is_astc_supported);
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}
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void TextureCacheOpenGL::ImageCopy(Surface& src_surface, Surface& dst_surface,
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@ -596,7 +592,7 @@ void TextureCacheOpenGL::BufferCopy(Surface& src_surface, Surface& dst_surface)
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glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo_handle);
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if (source_format.compressed) {
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if (src_surface->IsCompressed()) {
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glGetCompressedTextureImage(src_surface->GetTexture(), 0, static_cast<GLsizei>(source_size),
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nullptr);
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} else {
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@ -610,7 +606,7 @@ void TextureCacheOpenGL::BufferCopy(Surface& src_surface, Surface& dst_surface)
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const GLsizei width = static_cast<GLsizei>(dst_params.width);
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const GLsizei height = static_cast<GLsizei>(dst_params.height);
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const GLsizei depth = static_cast<GLsizei>(dst_params.depth);
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if (dest_format.compressed) {
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if (dst_surface->IsCompressed()) {
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LOG_CRITICAL(HW_GPU, "Compressed buffer copy is unimplemented!");
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|
UNREACHABLE();
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} else {
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