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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp150
1 files changed, 5 insertions, 145 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index dde2f468d..2fbc753af 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -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) {
const auto& src_params{src_surface->GetSurfaceParams()};
const auto& dst_params{dst_surface->GetSurfaceParams()};
@@ -1163,7 +1031,10 @@ void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface,
const Surface& dst_surface) {
const auto& src_params{src_surface->GetSurfaceParams()};
const auto& dst_params{dst_surface->GetSurfaceParams()};
- FlushRegion(src_params.addr, dst_params.MemorySize());
+
+ // Flush enough memory for both the source and destination surface
+ FlushRegion(src_params.addr, std::max(src_params.MemorySize(), dst_params.MemorySize()));
+
LoadSurface(dst_surface);
}
@@ -1189,20 +1060,9 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_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) {
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;
case SurfaceTarget::Texture3D:
AccurateCopySurface(old_surface, new_surface);