Ryujinx/Ryujinx.Graphics.OpenGL/TextureCopy.cs

129 lines
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C#
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2019-10-13 08:02:07 +02:00
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;
}
}
}