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https://git.suyu.dev/suyu/suyu
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6c410104f4
This is done to simplify the OpenGL implementation, it is needed for Vulkan.
151 lines
No EOL
5.7 KiB
C++
151 lines
No EOL
5.7 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string>
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#include <fmt/format.h>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/scope_exit.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_texture_cache.h"
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#include "video_core/renderer_opengl/utils.h"
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#include "video_core/surface.h"
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namespace OpenGL {
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using Tegra::Shader::TextureType;
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using Tegra::Texture::SwizzleSource;
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using VideoCore::Surface::SurfaceTarget;
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using VideoCore::Surface::SurfaceType;
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BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {}
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BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default;
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void BindBuffersRangePushBuffer::Setup(GLuint first_) {
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first = first_;
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buffers.clear();
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offsets.clear();
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sizes.clear();
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}
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void BindBuffersRangePushBuffer::Push(GLuint buffer, GLintptr offset, GLsizeiptr size) {
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buffers.push_back(buffer);
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offsets.push_back(offset);
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sizes.push_back(size);
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}
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void BindBuffersRangePushBuffer::Bind() const {
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const std::size_t count{buffers.size()};
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DEBUG_ASSERT(count == offsets.size() && count == sizes.size());
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if (count == 0) {
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return;
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}
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glBindBuffersRange(target, first, static_cast<GLsizei>(count), buffers.data(), offsets.data(),
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sizes.data());
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}
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SurfaceBlitter::SurfaceBlitter() {
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src_framebuffer.Create();
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dst_framebuffer.Create();
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}
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SurfaceBlitter::~SurfaceBlitter() = default;
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void SurfaceBlitter::Blit(CachedSurfaceView* src, CachedSurfaceView* dst,
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const Common::Rectangle<u32>& src_rect,
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const Common::Rectangle<u32>& dst_rect) const {
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const auto& src_params{src->GetSurfaceParams()};
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const auto& dst_params{dst->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = src_framebuffer.handle;
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state.draw.draw_framebuffer = dst_framebuffer.handle;
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state.ApplyFramebufferState();
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u32 buffers{};
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UNIMPLEMENTED_IF(src_params.GetTarget() != SurfaceTarget::Texture2D);
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UNIMPLEMENTED_IF(dst_params.GetTarget() != SurfaceTarget::Texture2D);
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const auto GetTexture = [](CachedSurfaceView* view) {
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return view->GetTexture(TextureType::Texture2D, false, SwizzleSource::R, SwizzleSource::G,
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SwizzleSource::B, SwizzleSource::A);
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};
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const GLuint src_texture{GetTexture(src)};
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const GLuint dst_texture{GetTexture(dst)};
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if (src_params.GetType() == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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src_texture, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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dst_texture, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (src_params.GetType() == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_texture,
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0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_texture,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (src_params.GetType() == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_texture, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_texture, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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}
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void LabelGLObject(GLenum identifier, GLuint handle, VAddr addr, std::string_view extra_info) {
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if (!GLAD_GL_KHR_debug) {
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// We don't need to throw an error as this is just for debugging
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return;
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}
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std::string object_label;
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if (extra_info.empty()) {
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switch (identifier) {
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case GL_TEXTURE:
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object_label = fmt::format("Texture@0x{:016X}", addr);
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break;
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case GL_PROGRAM:
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object_label = fmt::format("Shader@0x{:016X}", addr);
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break;
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default:
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object_label = fmt::format("Object(0x{:X})@0x{:016X}", identifier, addr);
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break;
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}
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} else {
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object_label = fmt::format("{}@0x{:016X}", extra_info, addr);
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}
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glObjectLabel(identifier, handle, -1, static_cast<const GLchar*>(object_label.c_str()));
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}
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} // namespace OpenGL
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