// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include "video_core/host_shaders/blit_color_float_frag.h" #include "video_core/host_shaders/full_screen_triangle_vert.h" #include "video_core/renderer_opengl/blit_image.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_util.h" namespace OpenGL { BlitImageHelper::BlitImageHelper(ProgramManager& program_manager_) : program_manager(program_manager_), full_screen_vert(CreateProgram(HostShaders::FULL_SCREEN_TRIANGLE_VERT, GL_VERTEX_SHADER)), blit_color_to_color_frag( CreateProgram(HostShaders::BLIT_COLOR_FLOAT_FRAG, GL_FRAGMENT_SHADER)) {} BlitImageHelper::~BlitImageHelper() = default; void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler, const Region2D& dst_region, const Region2D& src_region, const Extent3D& src_size) { glDisable(GL_CULL_FACE); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_RASTERIZER_DISCARD); glDisable(GL_ALPHA_TEST); glDisablei(GL_BLEND, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glFrontFace(GL_CW); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthRangeIndexed(0, 0.0, 0.0); program_manager.BindPresentPrograms(full_screen_vert.handle, blit_color_to_color_frag.handle); glProgramUniform2f(full_screen_vert.handle, 0, static_cast(src_region.end.x - src_region.start.x) / static_cast(src_size.width), static_cast(src_region.end.y - src_region.start.y) / static_cast(src_size.height)); glProgramUniform2f(full_screen_vert.handle, 1, static_cast(src_region.start.x) / static_cast(src_size.width), static_cast(src_region.start.y) / static_cast(src_size.height)); glViewport(std::min(dst_region.start.x, dst_region.end.x), std::min(dst_region.start.y, dst_region.end.y), std::abs(dst_region.end.x - dst_region.start.x), std::abs(dst_region.end.y - dst_region.start.y)); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_framebuffer); glBindSampler(0, src_sampler); glBindTextureUnit(0, src_image_view); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); } } // namespace OpenGL