From dd1aab5446cc043fe001f6cd118954a21edc9ad4 Mon Sep 17 00:00:00 2001 From: bunnei Date: Sat, 15 Dec 2018 00:20:00 -0500 Subject: gl_rasterizer: Implement a more accurate fermi 2D copy. - This is a blit, use the blit registers. --- .../renderer_opengl/gl_rasterizer_cache.cpp | 141 ++++++++++++++++++++- 1 file changed, 136 insertions(+), 5 deletions(-) (limited to 'src/video_core/renderer_opengl/gl_rasterizer_cache.cpp') diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index a79eee03e..f585c8884 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -1021,24 +1021,155 @@ void RasterizerCacheOpenGL::FastLayeredCopySurface(const Surface& src_surface, } } +static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface, + const MathUtil::Rectangle& src_rect, + const MathUtil::Rectangle& dst_rect, GLuint read_fb_handle, + GLuint draw_fb_handle, GLenum src_attachment = 0, GLenum dst_attachment = 0, + std::size_t cubemap_face = 0) { + + const auto& src_params{src_surface->GetSurfaceParams()}; + const auto& dst_params{dst_surface->GetSurfaceParams()}; + + OpenGLState prev_state{OpenGLState::GetCurState()}; + SCOPE_EXIT({ prev_state.Apply(); }); + + OpenGLState state; + state.draw.read_framebuffer = read_fb_handle; + state.draw.draw_framebuffer = draw_fb_handle; + state.Apply(); + + u32 buffers{}; + + if (src_params.type == SurfaceType::ColorTexture) { + switch (src_params.target) { + case SurfaceTarget::Texture2D: + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + GL_TEXTURE_2D, src_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + 0, 0); + break; + case SurfaceTarget::TextureCubemap: + glFramebufferTexture2D( + GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + static_cast(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), + src_surface->Texture().handle, 0); + glFramebufferTexture2D( + GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + static_cast(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0); + break; + case SurfaceTarget::Texture2DArray: + glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + src_surface->Texture().handle, 0, 0); + glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0); + break; + case SurfaceTarget::Texture3D: + glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + SurfaceTargetToGL(src_params.target), + src_surface->Texture().handle, 0, 0); + glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + SurfaceTargetToGL(src_params.target), 0, 0, 0); + break; + default: + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + GL_TEXTURE_2D, src_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + 0, 0); + break; + } + + switch (dst_params.target) { + case SurfaceTarget::Texture2D: + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + GL_TEXTURE_2D, dst_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + 0, 0); + break; + case SurfaceTarget::TextureCubemap: + glFramebufferTexture2D( + GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + static_cast(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), + dst_surface->Texture().handle, 0); + glFramebufferTexture2D( + GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + static_cast(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0); + break; + case SurfaceTarget::Texture2DArray: + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + dst_surface->Texture().handle, 0, 0); + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0); + break; + + case SurfaceTarget::Texture3D: + glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + SurfaceTargetToGL(dst_params.target), + dst_surface->Texture().handle, 0, 0); + glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + SurfaceTargetToGL(dst_params.target), 0, 0, 0); + break; + default: + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + GL_TEXTURE_2D, dst_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + 0, 0); + break; + } + + buffers = GL_COLOR_BUFFER_BIT; + } else if (src_params.type == SurfaceType::Depth) { + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, + src_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, + dst_surface->Texture().handle, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + + buffers = GL_DEPTH_BUFFER_BIT; + } else if (src_params.type == SurfaceType::DepthStencil) { + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment, + GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + src_surface->Texture().handle, 0); + + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment, + GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, + dst_surface->Texture().handle, 0); + + buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; + } + + glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, + dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, + buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); + + return true; +} + void RasterizerCacheOpenGL::FermiCopySurface( const Tegra::Engines::Fermi2D::Regs::Surface& src_config, - const Tegra::Engines::Fermi2D::Regs::Surface& dst_config) { + const Tegra::Engines::Fermi2D::Regs::Surface& dst_config, + const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& dst_rect) { const auto& src_params = SurfaceParams::CreateForFermiCopySurface(src_config); const auto& dst_params = SurfaceParams::CreateForFermiCopySurface(dst_config); - ASSERT(src_params.width == dst_params.width); - ASSERT(src_params.height == dst_params.height); ASSERT(src_params.pixel_format == dst_params.pixel_format); ASSERT(src_params.block_height == dst_params.block_height); ASSERT(src_params.is_tiled == dst_params.is_tiled); ASSERT(src_params.depth == dst_params.depth); - ASSERT(src_params.depth == 1); // Currently, FastCopySurface only works with 2D surfaces ASSERT(src_params.target == dst_params.target); ASSERT(src_params.rt.index == dst_params.rt.index); - FastCopySurface(GetSurface(src_params, true), GetSurface(dst_params, false)); + auto src_surface = GetSurface(src_params, true); + auto dst_surface = GetSurface(dst_params, true); + + BlitSurface(src_surface, dst_surface, src_rect, dst_rect, read_framebuffer.handle, + draw_framebuffer.handle); } void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface, -- cgit v1.2.3