mirror of
https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
GLCache: Simplify the logic to copy from one texture to another in BlitTextures.
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
This commit is contained in:
parent
0ff2929644
commit
218a08df93
|
@ -169,60 +169,10 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
|
|||
static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
|
||||
const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
|
||||
GLuint read_fb_handle, GLuint draw_fb_handle) {
|
||||
OpenGLState state = OpenGLState::GetCurState();
|
||||
|
||||
OpenGLState prev_state = state;
|
||||
SCOPE_EXIT({ prev_state.Apply(); });
|
||||
|
||||
// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
|
||||
// components
|
||||
state.ResetTexture(src_tex);
|
||||
state.ResetTexture(dst_tex);
|
||||
|
||||
state.draw.read_framebuffer = read_fb_handle;
|
||||
state.draw.draw_framebuffer = draw_fb_handle;
|
||||
state.Apply();
|
||||
|
||||
u32 buffers = 0;
|
||||
|
||||
if (type == SurfaceType::ColorTexture) {
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
|
||||
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_tex,
|
||||
0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
||||
0);
|
||||
|
||||
buffers = GL_COLOR_BUFFER_BIT;
|
||||
} else if (type == 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_tex, 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_tex, 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
||||
|
||||
buffers = GL_DEPTH_BUFFER_BIT;
|
||||
} else if (type == 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_tex, 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_tex, 0);
|
||||
|
||||
buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
|
||||
glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
|
||||
dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
|
||||
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
|
||||
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
|
||||
GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
|
||||
src_rect.GetHeight(), 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue