mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-09 16:32:44 +01:00
gl_rasterizer_cache: Remove BlitSurface and replace with more accurate copy.
- BlitSurface with different texture targets is inherently broken. - When target is the same, we can just use FastCopySurface. - Fixes rendering issues with Breath of the Wild.
This commit is contained in:
parent
5a9a84994a
commit
3d3cc35ee7
1 changed files with 1 additions and 144 deletions
|
@ -405,138 +405,6 @@ void SwizzleFunc(const MortonSwizzleMode& mode, const SurfaceParams& params,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
MICROPROFILE_DEFINE(OpenGL_BlitSurface, "OpenGL", "BlitSurface", MP_RGB(128, 192, 64));
|
|
||||||
static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
|
|
||||||
GLuint read_fb_handle, GLuint draw_fb_handle, GLenum src_attachment = 0,
|
|
||||||
GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
|
|
||||||
MICROPROFILE_SCOPE(OpenGL_BlitSurface);
|
|
||||||
|
|
||||||
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;
|
|
||||||
// Set sRGB enabled if the destination surfaces need it
|
|
||||||
state.framebuffer_srgb.enabled = dst_params.srgb_conversion;
|
|
||||||
state.ApplyFramebufferState();
|
|
||||||
|
|
||||||
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<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
|
|
||||||
src_surface->Texture().handle, 0);
|
|
||||||
glFramebufferTexture2D(
|
|
||||||
GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
|
|
||||||
static_cast<GLenum>(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<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
|
|
||||||
dst_surface->Texture().handle, 0);
|
|
||||||
glFramebufferTexture2D(
|
|
||||||
GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
|
|
||||||
static_cast<GLenum>(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;
|
|
||||||
}
|
|
||||||
|
|
||||||
const auto& rect{src_params.GetRect()};
|
|
||||||
glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom,
|
|
||||||
rect.right, rect.top, buffers,
|
|
||||||
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
|
static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
|
||||||
const auto& src_params{src_surface->GetSurfaceParams()};
|
const auto& src_params{src_surface->GetSurfaceParams()};
|
||||||
const auto& dst_params{dst_surface->GetSurfaceParams()};
|
const auto& dst_params{dst_surface->GetSurfaceParams()};
|
||||||
|
@ -1189,20 +1057,9 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
|
||||||
return new_surface;
|
return new_surface;
|
||||||
}
|
}
|
||||||
|
|
||||||
// If the format is the same, just do a framebuffer blit. This is significantly faster than
|
|
||||||
// using PBOs. The is also likely less accurate, as textures will be converted rather than
|
|
||||||
// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
|
|
||||||
// surface copy, where pixels are reinterpreted as a new format (without conversion). This
|
|
||||||
// code path uses OpenGL PBOs and is quite slow.
|
|
||||||
const bool is_blit{old_params.pixel_format == new_params.pixel_format};
|
|
||||||
|
|
||||||
switch (new_params.target) {
|
switch (new_params.target) {
|
||||||
case SurfaceTarget::Texture2D:
|
case SurfaceTarget::Texture2D:
|
||||||
if (is_blit) {
|
|
||||||
BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
|
|
||||||
} else {
|
|
||||||
CopySurface(old_surface, new_surface, copy_pbo.handle);
|
CopySurface(old_surface, new_surface, copy_pbo.handle);
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case SurfaceTarget::Texture3D:
|
case SurfaceTarget::Texture3D:
|
||||||
AccurateCopySurface(old_surface, new_surface);
|
AccurateCopySurface(old_surface, new_surface);
|
||||||
|
|
Loading…
Reference in a new issue