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Unify BlitFramebufferDepth.
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@ -469,6 +469,26 @@ void FramebufferManagerCommon::DestroyFramebuf(VirtualFramebuffer *v) {
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delete v;
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}
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void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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// Note: we don't use CopyFramebufferImage here, because it would copy depth AND stencil. See #9740.
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if (matchingDepthBuffer && matchingSize) {
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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// Let's only do this if not clearing depth.
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if (gstate_c.Supports(GPU_SUPPORTS_FRAMEBUFFER_BLIT)) {
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draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
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RebindFramebuffer("BlitFramebufferDepth");
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} else if (gstate_c.Supports(GPU_SUPPORTS_COPY_IMAGE)) {
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth");
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RebindFramebuffer("BlitFramebufferDepth");
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}
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
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if (!useBufferedRendering_) {
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// Let's ignore rendering to targets that have not (yet) been displayed.
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@ -339,7 +339,7 @@ protected:
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void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth);
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virtual void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) = 0;
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virtual void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) = 0;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst);
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void ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force = false, bool skipCopy = false);
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void ShowScreenResolution();
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@ -315,19 +315,6 @@ static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
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}
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}
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void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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if (matchingDepthBuffer && matchingSize) {
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth");
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RebindFramebuffer("RebindFramebuffer - BlitFramebufferDepth");
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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ID3D11ShaderResourceView *view = nullptr;
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@ -45,8 +45,6 @@ public:
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void DeviceLost();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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void BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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virtual bool NotifyStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) override;
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@ -305,19 +305,6 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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}
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}
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void FramebufferManagerDX9::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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if (matchingDepthBuffer && matchingSize) {
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// Should use StretchRect here? Note: should only copy depth and ideally NOT copy stencil. See #9740.
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth");
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RebindFramebuffer("RebindFramebuffer - BlitFramebufferDepth");
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
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D3DSURFACE_DESC desc = {};
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HRESULT hr = similarSurface->GetDesc(&desc);
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@ -50,8 +50,6 @@ public:
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void DeviceLost();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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void BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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virtual bool NotifyStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) override;
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@ -263,21 +263,6 @@ void FramebufferManagerGLES::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GE
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}
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}
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void FramebufferManagerGLES::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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// Note: we don't use CopyFramebufferImage here, because it would copy depth AND stencil. See #9740.
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if (matchingDepthBuffer && matchingSize && gstate_c.Supports(GPU_SUPPORTS_FRAMEBUFFER_BLIT)) {
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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// Let's only do this if not clearing depth.
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draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
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RebindFramebuffer("BlitFramebufferDepth");
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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render_->BindTexture(stage, nullptr);
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@ -49,8 +49,6 @@ public:
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void DeviceLost();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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// For use when texturing from a framebuffer. May create a duplicate if target.
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void BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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@ -269,19 +269,6 @@ void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb,
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}
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}
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// Except for a missing rebind and silly scissor enables, identical copy of the same function in GPU_GLES - tricky parts are in thin3d.
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void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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if (matchingDepthBuffer && matchingSize) {
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth");
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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@ -54,8 +54,6 @@ public:
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int GetLineWidth();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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bool NotifyStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) override;
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VkImageView BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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