From 0b98b768f5cd194467ba25a7074af87da2b180a5 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Mon, 13 Nov 2017 22:37:49 -0700 Subject: [PATCH] OpenGL Cache: Add surface utility functions Separates creating and filling surfaces into static functions that can be reused from the different RasterizerCache methods. --- .../renderer_opengl/gl_rasterizer_cache.cpp | 87 ++++++++++--------- 1 file changed, 46 insertions(+), 41 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index 7f9d747886..e37da1d8e0 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -25,6 +25,11 @@ #include "video_core/utils.h" #include "video_core/video_core.h" +using SurfaceType = SurfaceParams::SurfaceType; +using PixelFormat = SurfaceParams::PixelFormat; + +static std::array transfer_framebuffers; + struct FormatTuple { GLint internal_format; GLenum format; @@ -46,6 +51,27 @@ static const std::array depth_format_tuples = {{ {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8 }}; +static constexpr FormatTuple tex_tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}; + +static const FormatTuple& GetFormatTuple(PixelFormat pixel_format) { + const SurfaceType type = SurfaceParams::GetFormatType(pixel_format); + if (type == SurfaceType::Color) { + ASSERT((size_t)pixel_format < fb_format_tuples.size()); + return fb_format_tuples[(unsigned int)pixel_format]; + } else if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) { + size_t tuple_idx = (size_t)pixel_format - 14; + ASSERT(tuple_idx < depth_format_tuples.size()); + return depth_format_tuples[tuple_idx]; + } else { + return tex_tuple; + } +} + +template +constexpr auto RangeFromInterval(Map& map, const Interval& interval) { + return boost::make_iterator_range(map.equal_range(interval)); +} + static bool FillSurface(const Surface& surface, const u8* fill_data, const MathUtil::Rectangle& fill_rect) { OpenGLState state = OpenGLState::GetCurState(); @@ -53,11 +79,11 @@ static bool FillSurface(const Surface& surface, const u8* fill_data, OpenGLState prev_state = state; SCOPE_EXIT({ prev_state.Apply(); }); - OpenGLState::ResetTexture(surface->texture.handle); + state.ResetTexture(surface->texture.handle); state.scissor.enabled = true; state.scissor.x = static_cast(fill_rect.left); - state.scissor.y = static_cast(std::min(fill_rect.top, fill_rect.bottom)); + state.scissor.y = static_cast(fill_rect.bottom); state.scissor.width = static_cast(fill_rect.GetWidth()); state.scissor.height = static_cast(fill_rect.GetHeight()); @@ -256,24 +282,22 @@ static constexpr std::array gl MortonCopy // 17 }; -void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, - CachedSurface::SurfaceType type, - const MathUtil::Rectangle& src_rect, - const MathUtil::Rectangle& dst_rect) { - using SurfaceType = CachedSurface::SurfaceType; +static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle& src_rect, GLuint dst_tex, + const MathUtil::Rectangle& dst_rect, SurfaceType type) { + OpenGLState state = OpenGLState::GetCurState(); - OpenGLState cur_state = OpenGLState::GetCurState(); + OpenGLState prev_state = state; + SCOPE_EXIT({ prev_state.Apply(); }); // Make sure textures aren't bound to texture units, since going to bind them to framebuffer // components - OpenGLState::ResetTexture(src_tex); - OpenGLState::ResetTexture(dst_tex); + state.ResetTexture(src_tex); + state.ResetTexture(dst_tex); // Keep track of previous framebuffer bindings - GLuint old_fbs[2] = {cur_state.draw.read_framebuffer, cur_state.draw.draw_framebuffer}; - cur_state.draw.read_framebuffer = transfer_framebuffers[0].handle; - cur_state.draw.draw_framebuffer = transfer_framebuffers[1].handle; - cur_state.Apply(); + state.draw.read_framebuffer = transfer_framebuffers[0].handle; + state.draw.draw_framebuffer = transfer_framebuffers[1].handle; + state.Apply(); u32 buffers = 0; @@ -311,14 +335,11 @@ void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; } - glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, - dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, + glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left, + dst_rect.bottom, dst_rect.right, dst_rect.top, buffers, buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); - // Restore previous framebuffer bindings - cur_state.draw.read_framebuffer = old_fbs[0]; - cur_state.draw.draw_framebuffer = old_fbs[1]; - cur_state.Apply(); + return true; } bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, @@ -336,11 +357,9 @@ bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, return true; } -static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format, - u32 width, u32 height) { - // Allocate an uninitialized texture of appropriate size and format for the surface - using SurfaceType = CachedSurface::SurfaceType; - +// Allocate an uninitialized texture of appropriate size and format for the surface +static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tuple, u32 width, + u32 height) { OpenGLState cur_state = OpenGLState::GetCurState(); // Keep track of previous texture bindings @@ -349,22 +368,8 @@ static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pi cur_state.Apply(); glActiveTexture(GL_TEXTURE0); - SurfaceType type = CachedSurface::GetFormatType(pixel_format); - - FormatTuple tuple; - if (type == SurfaceType::Color) { - ASSERT((size_t)pixel_format < fb_format_tuples.size()); - tuple = fb_format_tuples[(unsigned int)pixel_format]; - } else if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) { - size_t tuple_idx = (size_t)pixel_format - 14; - ASSERT(tuple_idx < depth_format_tuples.size()); - tuple = depth_format_tuples[tuple_idx]; - } else { - tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}; - } - - glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, width, height, 0, tuple.format, - tuple.type, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0, + format_tuple.format, format_tuple.type, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);