GPU/OpenGL: Use shader instead of framebuffer blit
This commit is contained in:
@ -728,6 +728,21 @@ bool GPU_HW_OpenGL::CompilePrograms()
|
||||
m_downsample_program = std::move(*prog);
|
||||
}
|
||||
|
||||
prog = shader_cache.GetProgram(shadergen.GenerateUVQuadVertexShader(), {}, shadergen.GenerateSampleFragmentShader(),
|
||||
[this, use_binding_layout](GL::Program& prog) {
|
||||
if (!IsGLES() && !use_binding_layout)
|
||||
prog.BindFragData(0, "o_col0");
|
||||
});
|
||||
if (!prog)
|
||||
return false;
|
||||
|
||||
if (!use_binding_layout)
|
||||
{
|
||||
prog->Bind();
|
||||
prog->Uniform1i("samp0", 0);
|
||||
}
|
||||
m_blit_program = std::move(*prog);
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
#undef UPDATE_PROGRESS
|
||||
|
||||
@ -1165,12 +1180,12 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
||||
const u32 scaled_x = x * m_resolution_scale;
|
||||
const u32 scaled_y = y * m_resolution_scale;
|
||||
const u32 scaled_flipped_y = m_vram_texture.GetHeight() - scaled_y - scaled_height;
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
m_vram_encoding_texture.BindFramebuffer(GL_READ_FRAMEBUFFER);
|
||||
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y,
|
||||
scaled_x + scaled_width, scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
BlitTexture(m_vram_encoding_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width,
|
||||
scaled_height);
|
||||
}
|
||||
|
||||
RestoreGraphicsAPIState();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1201,6 +1216,7 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
|
||||
dst_bounds_scaled.GetWidth(), dst_bounds_scaled.GetHeight());
|
||||
m_vram_read_texture.Bind();
|
||||
m_vram_copy_program.Bind();
|
||||
glBindVertexArray(m_attributeless_vao_id);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
RestoreGraphicsAPIState();
|
||||
@ -1241,21 +1257,77 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
|
||||
}
|
||||
else
|
||||
{
|
||||
// glBlitFramebufer with same source/destination should be legal, but on Mali (at least Bifrost) it breaks.
|
||||
// So, blit from the shadow texture, like in the other renderers.
|
||||
if (src_dirty)
|
||||
UpdateVRAMReadTexture();
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
m_vram_read_texture.BindFramebuffer(GL_READ_FRAMEBUFFER);
|
||||
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, src_x, src_y, dst_x, dst_y, width, height);
|
||||
}
|
||||
|
||||
IncludeVRAMDirtyRectangle(dst_bounds);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x,
|
||||
u32 dst_y, u32 width, u32 height)
|
||||
{
|
||||
if (src.IsMultisampled())
|
||||
{
|
||||
// The MSAA case still needs framebuffer blits.
|
||||
dest.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, dest_fbo);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
|
||||
return;
|
||||
}
|
||||
|
||||
if (GLAD_GL_VERSION_4_3)
|
||||
{
|
||||
glCopyImageSubData(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
|
||||
dst_x, dst_y, 0, width, height, 1);
|
||||
}
|
||||
else if (GLAD_GL_EXT_copy_image)
|
||||
{
|
||||
glCopyImageSubDataEXT(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
|
||||
dst_x, dst_y, 0, width, height, 1);
|
||||
}
|
||||
else if (GLAD_GL_OES_copy_image)
|
||||
{
|
||||
glCopyImageSubDataOES(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
|
||||
dst_x, dst_y, 0, width, height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
|
||||
BlitTexture(src, src_x, src_y, width, height, dst_x, dst_y, width, height);
|
||||
RestoreGraphicsAPIState();
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x,
|
||||
u32 dst_y, u32 dst_width, u32 dst_height)
|
||||
{
|
||||
// But a copy shader is probably better on mobile drivers.
|
||||
const float uniforms[4] = {
|
||||
static_cast<float>(src_x) / static_cast<float>(src.GetWidth()),
|
||||
static_cast<float>(src_y) / static_cast<float>(src.GetHeight()),
|
||||
static_cast<float>(src_x + src_width) / static_cast<float>(src.GetWidth()),
|
||||
static_cast<float>(src_y + src_height) / static_cast<float>(src.GetHeight()),
|
||||
};
|
||||
UploadUniformBuffer(uniforms, sizeof(uniforms));
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
SetDepthFunc(GL_ALWAYS);
|
||||
|
||||
glViewport(dst_x, dst_y, dst_width, dst_height);
|
||||
src.Bind();
|
||||
m_blit_program.Bind();
|
||||
glBindVertexArray(m_attributeless_vao_id);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
||||
{
|
||||
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
|
||||
@ -1263,32 +1335,8 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
||||
const u32 height = scaled_rect.GetHeight();
|
||||
const u32 x = scaled_rect.left;
|
||||
const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
|
||||
const bool multisampled = m_vram_texture.IsMultisampled();
|
||||
|
||||
if (!multisampled && GLAD_GL_VERSION_4_3)
|
||||
{
|
||||
glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
|
||||
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
|
||||
}
|
||||
else if (!multisampled && GLAD_GL_EXT_copy_image)
|
||||
{
|
||||
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
|
||||
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
|
||||
}
|
||||
else if (!multisampled && GLAD_GL_OES_copy_image)
|
||||
{
|
||||
glCopyImageSubDataOES(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
|
||||
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vram_read_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo_id);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBlitFramebuffer(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
|
||||
}
|
||||
CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, x, y, x, y, width, height);
|
||||
|
||||
GPU_HW::UpdateVRAMReadTexture();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user