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@ -378,26 +378,26 @@ CachedSurfaceView::CachedSurfaceView(CachedSurface& surface, const ViewParams& p
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CachedSurfaceView::~CachedSurfaceView() = default;
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void CachedSurfaceView::Attach(GLenum attachment) const {
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void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
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ASSERT(params.num_layers == 1 && params.num_levels == 1);
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const auto& owner_params = surface.GetSurfaceParams();
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switch (owner_params.target) {
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case SurfaceTarget::Texture1D:
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glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTarget(),
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surface.GetTexture(), params.base_level);
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glFramebufferTexture1D(target, attachment, surface.GetTarget(), surface.GetTexture(),
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params.base_level);
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break;
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTarget(),
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surface.GetTexture(), params.base_level);
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glFramebufferTexture2D(target, attachment, surface.GetTarget(), surface.GetTexture(),
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params.base_level);
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break;
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case SurfaceTarget::Texture1DArray:
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubemap:
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case SurfaceTarget::TextureCubeArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTexture(),
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params.base_level, params.base_layer);
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glFramebufferTextureLayer(target, attachment, surface.GetTexture(), params.base_level,
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params.base_layer);
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break;
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default:
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UNIMPLEMENTED();
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@ -460,11 +460,10 @@ void TextureCacheOpenGL::ImageCopy(Surface src_surface, Surface dst_surface,
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copy_params.depth);
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}
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void TextureCacheOpenGL::ImageBlit(Surface src_surface, Surface dst_surface,
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const Common::Rectangle<u32>& src_rect,
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const Common::Rectangle<u32>& dst_rect) {
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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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void TextureCacheOpenGL::ImageBlit(View src_view, View dst_view,
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const Tegra::Engines::Fermi2D::Config& copy_config) {
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const auto& src_params{src_view->GetSurfaceParams()};
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const auto& dst_params{dst_view->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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@ -476,51 +475,46 @@ void TextureCacheOpenGL::ImageBlit(Surface src_surface, Surface dst_surface,
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u32 buffers{};
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UNIMPLEMENTED_IF(src_params.target != SurfaceTarget::Texture2D);
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UNIMPLEMENTED_IF(dst_params.target != SurfaceTarget::Texture2D);
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const GLuint src_texture{src_surface->GetTexture()};
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const GLuint dst_texture{dst_surface->GetTexture()};
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UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
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UNIMPLEMENTED_IF(dst_params.target == SurfaceTarget::Texture3D);
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if (src_params.type == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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src_texture, 0);
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src_view->Attach(GL_COLOR_ATTACHMENT0, GL_READ_FRAMEBUFFER);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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dst_texture, 0);
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dst_view->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_texture,
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0);
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src_view->Attach(GL_DEPTH_ATTACHMENT, GL_READ_FRAMEBUFFER);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_texture,
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0);
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dst_view->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_texture, 0);
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src_view->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_READ_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_texture, 0);
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dst_view->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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const Common::Rectangle<u32>& src_rect = copy_config.src_rect;
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const Common::Rectangle<u32>& dst_rect = copy_config.dst_rect;
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const bool is_linear = copy_config.filter == Tegra::Engines::Fermi2D::Filter::Linear;
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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is_linear ? GL_LINEAR : GL_NEAREST);
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}
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} // namespace OpenGL
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