mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-23 10:41:21 -08:00
gl_rasterizer_cache: Implement render to cubemap.
This commit is contained in:
parent
15cc729ebd
commit
f543b43fd0
@ -87,6 +87,9 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = config.tic.max_mip_level + 1;
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params.rt = {};
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return params;
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}
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@ -106,6 +109,14 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.depth = 1;
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = 0;
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// Render target specific parameters, not used for caching
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params.rt.index = static_cast<u32>(index);
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params.rt.array_mode = config.array_mode;
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params.rt.layer_stride = config.layer_stride;
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params.rt.base_layer = config.base_layer;
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return params;
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}
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@ -126,6 +137,9 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.depth = 1;
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = 0;
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params.rt = {};
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return params;
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}
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@ -418,7 +432,8 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
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};
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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, std::size_t face = 0) {
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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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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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@ -436,34 +451,35 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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if (src_params.type == SurfaceType::ColorTexture) {
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switch (src_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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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 SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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0);
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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 SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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 SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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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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@ -471,35 +487,36 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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switch (dst_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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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 SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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0);
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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 SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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 SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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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, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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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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@ -507,23 +524,27 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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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_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, 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, GL_TEXTURE_2D, 0, 0);
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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, 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_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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@ -538,6 +559,92 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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return true;
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}
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static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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GLuint copy_pbo_handle, GLenum src_attachment = 0,
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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ASSERT_MSG(dst_attachment == 0, "Unimplemented");
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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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auto source_format = GetFormatTuple(src_params.pixel_format, src_params.component_type);
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auto dest_format = GetFormatTuple(dst_params.pixel_format, dst_params.component_type);
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std::size_t buffer_size =
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std::max(src_params.size_in_bytes_total, dst_params.size_in_bytes_total);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo_handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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if (source_format.compressed) {
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glGetCompressedTextureImage(src_surface->Texture().handle, src_attachment,
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static_cast<GLsizei>(src_params.size_in_bytes_total), nullptr);
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} else {
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glGetTextureImage(src_surface->Texture().handle, src_attachment, source_format.format,
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source_format.type, static_cast<GLsizei>(src_params.size_in_bytes_total),
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nullptr);
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}
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// If the new texture is bigger than the previous one, we need to fill in the rest with data
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// from the CPU.
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if (src_params.size_in_bytes_total < dst_params.size_in_bytes_total) {
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// Upload the rest of the memory.
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if (dst_params.is_tiled) {
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// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
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// of the data in this case. Games like Super Mario Odyssey seem to hit this case
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// when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
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// but it doesn't clear it beforehand, the texture is already full of zeros.
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LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
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"reinterpretation but the texture is tiled.");
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}
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std::size_t remaining_size =
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dst_params.size_in_bytes_total - src_params.size_in_bytes_total;
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std::vector<u8> data(remaining_size);
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Memory::ReadBlock(dst_params.addr + src_params.size_in_bytes_total, data.data(),
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data.size());
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glBufferSubData(GL_PIXEL_PACK_BUFFER, src_params.size_in_bytes_total, remaining_size,
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data.data());
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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const GLsizei width{static_cast<GLsizei>(
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std::min(src_params.GetRect().GetWidth(), dst_params.GetRect().GetWidth()))};
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const GLsizei height{static_cast<GLsizei>(
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std::min(src_params.GetRect().GetHeight(), dst_params.GetRect().GetHeight()))};
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo_handle);
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if (dest_format.compressed) {
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LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
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UNREACHABLE();
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} else {
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switch (dst_params.target) {
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case SurfaceParams::SurfaceTarget::Texture1D:
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glTextureSubImage1D(dst_surface->Texture().handle, 0, 0, width, dest_format.format,
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dest_format.type, nullptr);
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break;
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case SurfaceParams::SurfaceTarget::Texture2D:
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glTextureSubImage2D(dst_surface->Texture().handle, 0, 0, 0, width, height,
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dest_format.format, dest_format.type, nullptr);
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0, 0, width, height,
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static_cast<GLsizei>(dst_params.depth), dest_format.format,
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dest_format.type, nullptr);
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break;
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case SurfaceParams::SurfaceTarget::TextureCubemap:
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glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0,
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static_cast<GLint>(cubemap_face), width, height, 1,
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dest_format.format, dest_format.type, nullptr);
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break;
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default:
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LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
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static_cast<u32>(dst_params.target));
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UNREACHABLE();
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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}
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CachedSurface::CachedSurface(const SurfaceParams& params)
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: params(params), gl_target(SurfaceTargetToGL(params.target)) {
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texture.Create();
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@ -929,106 +1036,62 @@ Surface RasterizerCacheOpenGL::GetUncachedSurface(const SurfaceParams& params) {
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Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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const SurfaceParams& new_params) {
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// Verify surface is compatible for blitting
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const auto& old_params{old_surface->GetSurfaceParams()};
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auto old_params{old_surface->GetSurfaceParams()};
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// Get a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{GetUncachedSurface(new_params)};
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if (old_params.pixel_format == new_params.pixel_format ||
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!Settings::values.use_accurate_framebuffers) {
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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.
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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_framebuffers 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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!Settings::values.use_accurate_framebuffers};
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BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
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} else {
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// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
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// where pixels are reinterpreted as a new format (without conversion). This code path uses
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// OpenGL PBOs and is quite slow.
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auto source_format = GetFormatTuple(old_params.pixel_format, old_params.component_type);
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auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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std::size_t buffer_size =
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std::max(old_params.size_in_bytes_total, new_params.size_in_bytes_total);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo.handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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if (source_format.compressed) {
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glGetCompressedTextureImage(old_surface->Texture().handle, 0,
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static_cast<GLsizei>(old_params.size_in_bytes_total),
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nullptr);
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switch (new_params.target) {
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case SurfaceParams::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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glGetTextureImage(old_surface->Texture().handle, 0, source_format.format,
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source_format.type,
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static_cast<GLsizei>(old_params.size_in_bytes_total), nullptr);
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CopySurface(old_surface, new_surface, copy_pbo.handle);
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}
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// If the new texture is bigger than the previous one, we need to fill in the rest with data
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// from the CPU.
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if (old_params.size_in_bytes_total < new_params.size_in_bytes_total) {
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// Upload the rest of the memory.
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if (new_params.is_tiled) {
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// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
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// of the data in this case. Games like Super Mario Odyssey seem to hit this case
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// when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
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// but it doesn't clear it beforehand, the texture is already full of zeros.
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LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
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"reinterpretation but the texture is tiled.");
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break;
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case SurfaceParams::SurfaceTarget::TextureCubemap: {
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const u32 byte_stride{old_params.rt.layer_stride *
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(SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
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// This seems to be used for render-to-cubemap texture
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const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
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ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");
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ASSERT_MSG(old_params.target == SurfaceParams::SurfaceTarget::Texture2D, "Unexpected");
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ASSERT_MSG(old_params.pixel_format == new_params.pixel_format, "Unexpected");
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ASSERT_MSG(old_params.width == new_params.width, "Unexpected");
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ASSERT_MSG(old_params.height == new_params.height, "Unexpected");
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ASSERT_MSG(old_params.rt.array_mode == 1, "Unexpected");
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ASSERT_MSG(old_params.rt.base_layer == 0, "Unimplemented");
|
||||
|
||||
for (std::size_t index = 0; index < new_params.depth; ++index) {
|
||||
Surface face_surface{TryGetReservedSurface(old_params)};
|
||||
ASSERT_MSG(face_surface, "Unexpected");
|
||||
|
||||
if (is_blit) {
|
||||
BlitSurface(face_surface, new_surface, read_framebuffer.handle,
|
||||
draw_framebuffer.handle, face_surface->GetSurfaceParams().rt.index,
|
||||
new_params.rt.index, index);
|
||||
} else {
|
||||
CopySurface(face_surface, new_surface, copy_pbo.handle,
|
||||
face_surface->GetSurfaceParams().rt.index, new_params.rt.index, index);
|
||||
}
|
||||
std::size_t remaining_size =
|
||||
new_params.size_in_bytes_total - old_params.size_in_bytes_total;
|
||||
std::vector<u8> data(remaining_size);
|
||||
Memory::ReadBlock(new_params.addr + old_params.size_in_bytes_total, data.data(),
|
||||
data.size());
|
||||
glBufferSubData(GL_PIXEL_PACK_BUFFER, old_params.size_in_bytes_total, remaining_size,
|
||||
data.data());
|
||||
|
||||
old_params.addr += size_with_mipmaps;
|
||||
}
|
||||
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
|
||||
const auto& dest_rect{new_params.GetRect()};
|
||||
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo.handle);
|
||||
if (dest_format.compressed) {
|
||||
LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
|
||||
UNREACHABLE();
|
||||
} else {
|
||||
switch (new_params.target) {
|
||||
case SurfaceParams::SurfaceTarget::Texture1D:
|
||||
glTextureSubImage1D(new_surface->Texture().handle, 0, 0,
|
||||
static_cast<GLsizei>(dest_rect.GetWidth()), dest_format.format,
|
||||
dest_format.type, nullptr);
|
||||
break;
|
||||
case SurfaceParams::SurfaceTarget::Texture2D:
|
||||
glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0,
|
||||
static_cast<GLsizei>(dest_rect.GetWidth()),
|
||||
static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
|
||||
dest_format.type, nullptr);
|
||||
break;
|
||||
case SurfaceParams::SurfaceTarget::Texture3D:
|
||||
case SurfaceParams::SurfaceTarget::Texture2DArray:
|
||||
glTextureSubImage3D(new_surface->Texture().handle, 0, 0, 0, 0,
|
||||
static_cast<GLsizei>(dest_rect.GetWidth()),
|
||||
static_cast<GLsizei>(dest_rect.GetHeight()),
|
||||
static_cast<GLsizei>(new_params.depth), dest_format.format,
|
||||
dest_format.type, nullptr);
|
||||
break;
|
||||
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
||||
for (std::size_t face = 0; face < new_params.depth; ++face) {
|
||||
glTextureSubImage3D(
|
||||
new_surface->Texture().handle, 0, 0, 0, static_cast<GLint>(face),
|
||||
static_cast<GLsizei>(dest_rect.GetWidth()),
|
||||
static_cast<GLsizei>(dest_rect.GetHeight()), static_cast<GLsizei>(1),
|
||||
dest_format.format, dest_format.type, nullptr);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
||||
static_cast<u32>(new_params.target));
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
||||
static_cast<u32>(new_params.target));
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
return new_surface;
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "common/alignment.h"
|
||||
#include "common/common_types.h"
|
||||
#include "common/hash.h"
|
||||
#include "common/math_util.h"
|
||||
@ -706,6 +707,29 @@ struct SurfaceParams {
|
||||
return SizeInBytes2D() * depth;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the size in bytes of the 2D surface with mipmaps. Each mipmap level proceeds the
|
||||
* previous with half the width and half the height. Once the size of the next mip reaches 0, we
|
||||
* are done.
|
||||
*/
|
||||
std::size_t SizeInBytes2DWithMipmap() const {
|
||||
std::size_t size_in_bytes{};
|
||||
auto mip_params{*this};
|
||||
for (std::size_t level = 0; level < max_mip_level; level++) {
|
||||
size_in_bytes += mip_params.SizeInBytes2D();
|
||||
|
||||
mip_params.width /= 2;
|
||||
mip_params.height /= 2;
|
||||
|
||||
if (!mip_params.width || !mip_params.height) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO(bunnei): This alignup is unverified, but necessary in games tested (e.g. in SMO)
|
||||
return Common::AlignUp(size_in_bytes, 0x1000);
|
||||
}
|
||||
|
||||
/// Creates SurfaceParams from a texture configuration
|
||||
static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config,
|
||||
const GLShader::SamplerEntry& entry);
|
||||
@ -738,6 +762,15 @@ struct SurfaceParams {
|
||||
std::size_t size_in_bytes_total;
|
||||
std::size_t size_in_bytes_2d;
|
||||
SurfaceTarget target;
|
||||
u32 max_mip_level;
|
||||
|
||||
// Render target specific parameters, not used in caching
|
||||
struct {
|
||||
u32 index;
|
||||
u32 array_mode;
|
||||
u32 layer_stride;
|
||||
u32 base_layer;
|
||||
} rt;
|
||||
};
|
||||
|
||||
}; // namespace OpenGL
|
||||
@ -747,6 +780,7 @@ struct SurfaceReserveKey : Common::HashableStruct<OpenGL::SurfaceParams> {
|
||||
static SurfaceReserveKey Create(const OpenGL::SurfaceParams& params) {
|
||||
SurfaceReserveKey res;
|
||||
res.state = params;
|
||||
res.state.rt = {}; // Ignore rt config in caching
|
||||
return res;
|
||||
}
|
||||
};
|
||||
|
@ -165,6 +165,8 @@ struct TICEntry {
|
||||
|
||||
// High 16 bits of the pitch value
|
||||
BitField<0, 16, u32> pitch_high;
|
||||
|
||||
BitField<28, 4, u32> max_mip_level;
|
||||
};
|
||||
union {
|
||||
BitField<0, 16, u32> width_minus_1;
|
||||
|
Loading…
Reference in New Issue
Block a user