129 lines
4 KiB
C#
129 lines
4 KiB
C#
|
using Ryujinx.Graphics.GAL;
|
||
|
using OpenTK.Graphics.OpenGL;
|
||
|
|
||
|
namespace Ryujinx.Graphics.OpenGL
|
||
|
{
|
||
|
class TextureCopy
|
||
|
{
|
||
|
private int _srcFramebuffer;
|
||
|
private int _dstFramebuffer;
|
||
|
|
||
|
public void Copy(
|
||
|
TextureView src,
|
||
|
TextureView dst,
|
||
|
Extents2D srcRegion,
|
||
|
Extents2D dstRegion,
|
||
|
bool linearFilter)
|
||
|
{
|
||
|
GL.Disable(EnableCap.FramebufferSrgb);
|
||
|
|
||
|
int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
|
||
|
int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
|
||
|
|
||
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
|
||
|
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
|
||
|
|
||
|
Attach(FramebufferTarget.ReadFramebuffer, src.Format, src.Handle);
|
||
|
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle);
|
||
|
|
||
|
ClearBufferMask mask = GetMask(src.Format);
|
||
|
|
||
|
BlitFramebufferFilter filter = linearFilter
|
||
|
? BlitFramebufferFilter.Linear
|
||
|
: BlitFramebufferFilter.Nearest;
|
||
|
|
||
|
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
|
||
|
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||
|
|
||
|
GL.BlitFramebuffer(
|
||
|
srcRegion.X1,
|
||
|
srcRegion.Y1,
|
||
|
srcRegion.X2,
|
||
|
srcRegion.Y2,
|
||
|
dstRegion.X1,
|
||
|
dstRegion.Y1,
|
||
|
dstRegion.X2,
|
||
|
dstRegion.Y2,
|
||
|
mask,
|
||
|
filter);
|
||
|
|
||
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
|
||
|
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
|
||
|
|
||
|
GL.Enable(EnableCap.FramebufferSrgb);
|
||
|
}
|
||
|
|
||
|
private static void Detach(FramebufferTarget target, Format format)
|
||
|
{
|
||
|
Attach(target, format, 0);
|
||
|
}
|
||
|
|
||
|
private static void Attach(FramebufferTarget target, Format format, int handle)
|
||
|
{
|
||
|
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
|
||
|
{
|
||
|
GL.FramebufferTexture(target, FramebufferAttachment.DepthStencilAttachment, handle, 0);
|
||
|
}
|
||
|
else if (IsDepthOnly(format))
|
||
|
{
|
||
|
GL.FramebufferTexture(target, FramebufferAttachment.DepthAttachment, handle, 0);
|
||
|
}
|
||
|
else if (format == Format.S8Uint)
|
||
|
{
|
||
|
GL.FramebufferTexture(target, FramebufferAttachment.StencilAttachment, handle, 0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GL.FramebufferTexture(target, FramebufferAttachment.ColorAttachment0, handle, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static ClearBufferMask GetMask(Format format)
|
||
|
{
|
||
|
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
|
||
|
{
|
||
|
return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
|
||
|
}
|
||
|
else if (IsDepthOnly(format))
|
||
|
{
|
||
|
return ClearBufferMask.DepthBufferBit;
|
||
|
}
|
||
|
else if (format == Format.S8Uint)
|
||
|
{
|
||
|
return ClearBufferMask.StencilBufferBit;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return ClearBufferMask.ColorBufferBit;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static bool IsDepthOnly(Format format)
|
||
|
{
|
||
|
return format == Format.D16Unorm ||
|
||
|
format == Format.D24X8Unorm ||
|
||
|
format == Format.D32Float;
|
||
|
}
|
||
|
|
||
|
private int GetSrcFramebufferLazy()
|
||
|
{
|
||
|
if (_srcFramebuffer == 0)
|
||
|
{
|
||
|
_srcFramebuffer = GL.GenFramebuffer();
|
||
|
}
|
||
|
|
||
|
return _srcFramebuffer;
|
||
|
}
|
||
|
|
||
|
private int GetDstFramebufferLazy()
|
||
|
{
|
||
|
if (_dstFramebuffer == 0)
|
||
|
{
|
||
|
_dstFramebuffer = GL.GenFramebuffer();
|
||
|
}
|
||
|
|
||
|
return _dstFramebuffer;
|
||
|
}
|
||
|
}
|
||
|
}
|