Add support for bigger UBOs, fix sRGB regression, small improvement t… (#503)
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine * Break into multiple lines * Read fractions for source/step values on the 2d copy engine aswell * Use fixed point math for more speed * Fix reinterpret when texture sizes are different
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00579927e4
commit
59964f667c
6 changed files with 90 additions and 24 deletions
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@ -90,6 +90,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private int CopyPBO;
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public bool FramebufferSrgb { get; set; }
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public OGLRenderTarget(OGLTexture Texture)
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{
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Attachments = new FrameBufferAttachments();
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@ -363,11 +365,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.Disable(EnableCap.FramebufferSrgb);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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SrcX0,
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SrcY0,
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SrcX1,
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SrcY1,
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DstX0,
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DstY0,
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DstX1,
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DstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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if (FramebufferSrgb)
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{
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GL.Enable(EnableCap.FramebufferSrgb);
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}
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}
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public void Copy(
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@ -432,7 +447,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return;
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}
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if (NewImage.Format == OldImage.Format)
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if (NewImage.Format == OldImage.Format &&
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NewImage.Width == OldImage.Width &&
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NewImage.Height == OldImage.Height)
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{
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return;
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}
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@ -444,7 +461,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.PixelPackBuffer, CopyPBO);
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GL.BufferData(BufferTarget.PixelPackBuffer, Math.Max(ImageUtils.GetSize(OldImage), ImageUtils.GetSize(NewImage)), IntPtr.Zero, BufferUsageHint.StreamCopy);
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//The buffer should be large enough to hold the largest texture.
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int BufferSize = Math.Max(ImageUtils.GetSize(OldImage),
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ImageUtils.GetSize(NewImage));
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GL.BufferData(BufferTarget.PixelPackBuffer, BufferSize, IntPtr.Zero, BufferUsageHint.StreamCopy);
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if (!Texture.TryGetImageHandler(Key, out ImageHandler CachedImage))
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{
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@ -460,8 +481,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, CopyPBO);
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GL.PixelStore(PixelStoreParameter.UnpackRowLength, OldImage.Width);
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Texture.Create(Key, ImageUtils.GetSize(NewImage), NewImage);
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GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
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}
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