Implement scaled partial texture updates

This commit is contained in:
Rodolfo Bogado
2015-06-29 22:19:19 -03:00
parent 8d69c2b4b7
commit d8cd2c3252
7 changed files with 211 additions and 43 deletions

View File

@ -33,11 +33,13 @@
namespace OGL
{
static SHADER s_ColorCopyProgram;
static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static GLuint s_ColorCopyPositionUniform;
static GLuint s_ColorMatrixPositionUniform;
static GLuint s_DepthCopyPositionUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
@ -137,12 +139,53 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConf
return entry;
}
void TextureCache::TCacheEntry::DoPartialTextureUpdate(TCacheEntryBase* entry_, u32 x, u32 y)
void TextureCache::TCacheEntry::CopyRectangleFromTexture(
const TCacheEntryBase* source,
const MathUtil::Rectangle<int> &srcrect,
const MathUtil::Rectangle<int> &dstrect)
{
TCacheEntry* entry = (TCacheEntry*)entry_;
glCopyImageSubData(entry->texture, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, texture, GL_TEXTURE_2D_ARRAY, 0, x, y, 0, entry->native_width, entry->native_height, 1);
TCacheEntry* srcentry = (TCacheEntry*)source;
if (srcrect.GetWidth() == dstrect.GetWidth()
&& srcrect.GetHeight() == dstrect.GetHeight()
&& g_ActiveConfig.backend_info.bSupportsCopySubImage)
{
glCopyImageSubData(
srcentry->texture,
GL_TEXTURE_2D_ARRAY,
0,
srcrect.left,
srcrect.top,
0,
texture,
GL_TEXTURE_2D_ARRAY,
0,
dstrect.left,
dstrect.top,
0,
dstrect.GetWidth(),
dstrect.GetHeight(),
1);
return;
}
else if (!config.rendertarget)
{
return;
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
s_ColorCopyProgram.Bind();
glUniform4f(s_ColorCopyPositionUniform,
float(srcrect.left),
float(srcrect.top),
float(srcrect.GetWidth()),
float(srcrect.GetHeight()));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
@ -208,7 +251,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
if (s_ColorCbufid != cbufid)
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
s_ColorCbufid = cbufid;
uniform_location = s_ColorCopyPositionUniform;
uniform_location = s_ColorMatrixPositionUniform;
}
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
@ -286,6 +329,16 @@ void TextureCache::SetStage()
void TextureCache::CompileShaders()
{
const char *pColorCopyProg =
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, f_uv0);\n"
" ocol0 = texcol;\n"
"}\n";
const char *pColorMatrixProg =
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 colmat[7];\n"
@ -357,6 +410,7 @@ void TextureCache::CompileShaders()
const char* prefix = (GProgram == nullptr) ? "f" : "v";
const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorCopyProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorCopyProg, GProgram);
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
@ -365,7 +419,8 @@ void TextureCache::CompileShaders()
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
s_ColorMatrixPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
std::string palette_shader =