Ryujinx-uplift/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
riperiperi d941f4c070
Remember bound framebuffer to avoid glGetInteger use. (#1273)
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
2020-05-24 15:44:12 +02:00

150 lines
4.5 KiB
C#

using Ryujinx.Graphics.GAL;
using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureCopy : IDisposable
{
private readonly Renderer _renderer;
private int _srcFramebuffer;
private int _dstFramebuffer;
public TextureCopy(Renderer renderer)
{
_renderer = renderer;
}
public void Copy(
TextureView src,
TextureView dst,
Extents2D srcRegion,
Extents2D dstRegion,
bool linearFilter)
{
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
Attach(FramebufferTarget.ReadFramebuffer, src.Format, src.Handle);
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle);
ClearBufferMask mask = GetMask(src.Format);
BlitFramebufferFilter filter = linearFilter
? BlitFramebufferFilter.Linear
: BlitFramebufferFilter.Nearest;
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
GL.Disable(EnableCap.RasterizerDiscard);
GL.Disable(IndexedEnableCap.ScissorTest, 0);
GL.BlitFramebuffer(
srcRegion.X1,
srcRegion.Y1,
srcRegion.X2,
srcRegion.Y2,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
mask,
filter);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
}
private static void Attach(FramebufferTarget target, Format format, int handle)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
{
GL.FramebufferTexture(target, FramebufferAttachment.DepthStencilAttachment, handle, 0);
}
else if (IsDepthOnly(format))
{
GL.FramebufferTexture(target, FramebufferAttachment.DepthAttachment, handle, 0);
}
else if (format == Format.S8Uint)
{
GL.FramebufferTexture(target, FramebufferAttachment.StencilAttachment, handle, 0);
}
else
{
GL.FramebufferTexture(target, FramebufferAttachment.ColorAttachment0, handle, 0);
}
}
private static ClearBufferMask GetMask(Format format)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
{
return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
}
else if (IsDepthOnly(format))
{
return ClearBufferMask.DepthBufferBit;
}
else if (format == Format.S8Uint)
{
return ClearBufferMask.StencilBufferBit;
}
else
{
return ClearBufferMask.ColorBufferBit;
}
}
private static bool IsDepthOnly(Format format)
{
return format == Format.D16Unorm ||
format == Format.D24X8Unorm ||
format == Format.D32Float;
}
private int GetSrcFramebufferLazy()
{
if (_srcFramebuffer == 0)
{
_srcFramebuffer = GL.GenFramebuffer();
}
return _srcFramebuffer;
}
private int GetDstFramebufferLazy()
{
if (_dstFramebuffer == 0)
{
_dstFramebuffer = GL.GenFramebuffer();
}
return _dstFramebuffer;
}
public void Dispose()
{
if (_srcFramebuffer != 0)
{
GL.DeleteFramebuffer(_srcFramebuffer);
_srcFramebuffer = 0;
}
if (_dstFramebuffer != 0)
{
GL.DeleteFramebuffer(_dstFramebuffer);
_dstFramebuffer = 0;
}
}
}
}