GPU/OpenGL: Use shader instead of framebuffer blit
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@ -76,6 +76,10 @@ private:
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x, u32 dst_y,
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u32 width, u32 height);
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void BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
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u32 dst_width, u32 dst_height);
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// downsample texture - used for readbacks at >1xIR.
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GL::Texture m_vram_texture;
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@ -104,6 +108,7 @@ private:
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GL::Program m_vram_write_program;
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GL::Program m_vram_copy_program;
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GL::Program m_vram_update_depth_program;
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GL::Program m_blit_program;
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u32 m_uniform_buffer_alignment = 1;
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u32 m_texture_stream_buffer_size = 0;
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