gl_rasterizer_cache: Implement a simpler surface copy using glCopyImageSubData.
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@ -559,6 +559,18 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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return true;
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return true;
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}
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}
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static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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const u32 width{std::min(src_params.width, dst_params.width)};
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const u32 height{std::min(src_params.height, dst_params.height)};
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glCopyImageSubData(src_surface->Texture().handle, SurfaceTargetToGL(src_params.target), 0, 0, 0,
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0, dst_surface->Texture().handle, SurfaceTargetToGL(dst_params.target), 0, 0,
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0, 0, width, height, 1);
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}
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static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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GLuint copy_pbo_handle, GLenum src_attachment = 0,
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GLuint copy_pbo_handle, GLenum src_attachment = 0,
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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@ -1041,6 +1053,15 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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// Get a new surface with the new parameters, and blit the previous surface to it
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// Get a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{GetUncachedSurface(new_params)};
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Surface new_surface{GetUncachedSurface(new_params)};
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// For compatible surfaces, we can just do fast glCopyImageSubData based copy
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if (old_params.target == new_params.target && old_params.type == new_params.type &&
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old_params.depth == new_params.depth && old_params.depth == 1 &&
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SurfaceParams::GetFormatBpp(old_params.pixel_format) ==
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SurfaceParams::GetFormatBpp(new_params.pixel_format)) {
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FastCopySurface(old_surface, new_surface);
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return new_surface;
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}
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
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// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
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