mirror of https://github.com/yuzu-mirror/yuzu
video_core: Implement maxwell3d draw texture method
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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layout(binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 color;
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void main() {
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color = textureLod(tex, texcoord, 0);
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}
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include "video_core/host_shaders/blit_color_float_frag.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/renderer_opengl/blit_image.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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BlitImageHelper::BlitImageHelper(ProgramManager& program_manager_)
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: program_manager(program_manager_),
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full_screen_vert(CreateProgram(HostShaders::FULL_SCREEN_TRIANGLE_VERT, GL_VERTEX_SHADER)),
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blit_color_to_color_frag(
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CreateProgram(HostShaders::BLIT_COLOR_FLOAT_FRAG, GL_FRAGMENT_SHADER)) {}
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BlitImageHelper::~BlitImageHelper() = default;
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void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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const Region2D& dst_region, const Region2D& src_region,
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const Extent3D& src_size) {
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glEnable(GL_CULL_FACE);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthRangeIndexed(0, 0.0, 0.0);
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program_manager.BindPresentPrograms(full_screen_vert.handle, blit_color_to_color_frag.handle);
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glProgramUniform2f(full_screen_vert.handle, 0,
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static_cast<float>(src_region.end.x - src_region.start.x) /
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static_cast<float>(src_size.width),
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static_cast<float>(src_region.end.y - src_region.start.y) /
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static_cast<float>(src_size.height));
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glProgramUniform2f(full_screen_vert.handle, 1,
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static_cast<float>(src_region.start.x) / static_cast<float>(src_size.width),
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static_cast<float>(src_region.start.y) /
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static_cast<float>(src_size.height));
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glViewport(std::min(dst_region.start.x, dst_region.end.x),
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std::min(dst_region.start.y, dst_region.end.y),
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std::abs(dst_region.end.x - dst_region.start.x),
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std::abs(dst_region.end.y - dst_region.start.y));
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
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glBindSampler(0, src_sampler);
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glBindTextureUnit(0, src_image_view);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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} // namespace OpenGL
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <glad/glad.h>
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/texture_cache/types.h"
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namespace OpenGL {
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using VideoCommon::Extent3D;
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using VideoCommon::Offset2D;
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using VideoCommon::Region2D;
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class ProgramManager;
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class Framebuffer;
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class ImageView;
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class BlitImageHelper {
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public:
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explicit BlitImageHelper(ProgramManager& program_manager);
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~BlitImageHelper();
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void BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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const Region2D& dst_region, const Region2D& src_region,
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const Extent3D& src_size);
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private:
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ProgramManager& program_manager;
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OGLProgram full_screen_vert;
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OGLProgram blit_color_to_color_frag;
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};
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} // namespace OpenGL
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