yuzu/src/video_core/renderer_opengl/utils.cpp

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string>
#include <fmt/format.h>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/common_types.h"
#include "common/scope_exit.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_texture_cache.h"
#include "video_core/renderer_opengl/utils.h"
#include "video_core/surface.h"
namespace OpenGL {
using Tegra::Shader::TextureType;
using Tegra::Texture::SwizzleSource;
using VideoCore::Surface::SurfaceTarget;
using VideoCore::Surface::SurfaceType;
BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {}
BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default;
void BindBuffersRangePushBuffer::Setup(GLuint first_) {
first = first_;
buffers.clear();
offsets.clear();
sizes.clear();
}
void BindBuffersRangePushBuffer::Push(GLuint buffer, GLintptr offset, GLsizeiptr size) {
buffers.push_back(buffer);
offsets.push_back(offset);
sizes.push_back(size);
}
void BindBuffersRangePushBuffer::Bind() const {
const std::size_t count{buffers.size()};
DEBUG_ASSERT(count == offsets.size() && count == sizes.size());
if (count == 0) {
return;
}
glBindBuffersRange(target, first, static_cast<GLsizei>(count), buffers.data(), offsets.data(),
sizes.data());
}
SurfaceBlitter::SurfaceBlitter() {
src_framebuffer.Create();
dst_framebuffer.Create();
}
SurfaceBlitter::~SurfaceBlitter() = default;
void SurfaceBlitter::Blit(CachedSurfaceView* src, CachedSurfaceView* dst,
const Common::Rectangle<u32>& src_rect,
const Common::Rectangle<u32>& dst_rect) const {
const auto& src_params{src->GetSurfaceParams()};
const auto& dst_params{dst->GetSurfaceParams()};
OpenGLState prev_state{OpenGLState::GetCurState()};
SCOPE_EXIT({ prev_state.Apply(); });
OpenGLState state;
state.draw.read_framebuffer = src_framebuffer.handle;
state.draw.draw_framebuffer = dst_framebuffer.handle;
state.ApplyFramebufferState();
u32 buffers{};
UNIMPLEMENTED_IF(src_params.GetTarget() != SurfaceTarget::Texture2D);
UNIMPLEMENTED_IF(dst_params.GetTarget() != SurfaceTarget::Texture2D);
const auto GetTexture = [](CachedSurfaceView* view) {
return view->GetTexture(TextureType::Texture2D, false, SwizzleSource::R, SwizzleSource::G,
SwizzleSource::B, SwizzleSource::A);
};
const GLuint src_texture{GetTexture(src)};
const GLuint dst_texture{GetTexture(dst)};
if (src_params.GetType() == SurfaceType::ColorTexture) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
src_texture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_texture, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
buffers = GL_COLOR_BUFFER_BIT;
} else if (src_params.GetType() == SurfaceType::Depth) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_texture,
0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_texture,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
buffers = GL_DEPTH_BUFFER_BIT;
} else if (src_params.GetType() == SurfaceType::DepthStencil) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
src_texture, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
dst_texture, 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);
}
void LabelGLObject(GLenum identifier, GLuint handle, VAddr addr, std::string_view extra_info) {
if (!GLAD_GL_KHR_debug) {
// We don't need to throw an error as this is just for debugging
return;
}
std::string object_label;
if (extra_info.empty()) {
switch (identifier) {
case GL_TEXTURE:
object_label = fmt::format("Texture@0x{:016X}", addr);
break;
case GL_PROGRAM:
object_label = fmt::format("Shader@0x{:016X}", addr);
break;
default:
object_label = fmt::format("Object(0x{:X})@0x{:016X}", identifier, addr);
break;
}
} else {
object_label = fmt::format("{}@0x{:016X}", extra_info, addr);
}
glObjectLabel(identifier, handle, -1, static_cast<const GLchar*>(object_label.c_str()));
}
} // namespace OpenGL