yuzu/src/video_core/renderer_opengl/blit_image.cpp

59 lines
2.6 KiB
C++
Executable File

// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#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<float>(src_region.end.x - src_region.start.x) /
static_cast<float>(src_size.width),
static_cast<float>(src_region.end.y - src_region.start.y) /
static_cast<float>(src_size.height));
glProgramUniform2f(full_screen_vert.handle, 1,
static_cast<float>(src_region.start.x) / static_cast<float>(src_size.width),
static_cast<float>(src_region.start.y) /
static_cast<float>(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