Hacking on render targets. Kind of work in simple cases, upside down :/

This commit is contained in:
Ben Vanik
2015-03-06 20:36:10 -08:00
parent a1e68c0036
commit 84fa131f12
4 changed files with 354 additions and 143 deletions

View File

@@ -2400,6 +2400,7 @@ bool CommandProcessor::IssueCopy() {
// Depending on the source, pick the buffer we'll be sourcing.
// We then query for a cached framebuffer setup with that buffer active.
TextureFormat src_format = TextureFormat::kUnknown;
GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
GLuint depth_target = kAnyTarget;
if (copy_src_select <= 3) {
@@ -2414,6 +2415,7 @@ bool CommandProcessor::IssueCopy() {
(color_info[copy_src_select] >> 16) & 0xF);
color_targets[copy_src_select] = GetColorRenderTarget(
surface_pitch, surface_msaa, color_base, color_format);
src_format = ColorRenderTargetToTextureFormat(color_format);
} else {
// Source from depth/stencil.
uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
@@ -2422,6 +2424,7 @@ bool CommandProcessor::IssueCopy() {
static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
depth_format);
src_format = DepthRenderTargetToTextureFormat(depth_format);
}
auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
if (!source_framebuffer) {
@@ -2468,7 +2471,7 @@ bool CommandProcessor::IssueCopy() {
glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
break;
default:
assert_unhandled_case(copy_dest_endian);
//assert_unhandled_case(copy_dest_endian);
glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
break;
}
@@ -2493,31 +2496,68 @@ bool CommandProcessor::IssueCopy() {
uint32_t w = copy_dest_pitch;
uint32_t h = copy_dest_height;
if (!FLAGS_disable_framebuffer_readback) {
// Make active so glReadPixels reads from us.
glBindFramebuffer(GL_READ_FRAMEBUFFER, source_framebuffer->framebuffer);
switch (copy_command) {
case CopyCommand::kConvert:
if (copy_src_select <= 3) {
// Source from a bound render target.
// glBindBuffer(GL_READ_FRAMEBUFFER, framebuffer)
glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
GL_COLOR_ATTACHMENT0 + copy_src_select);
glReadPixels(x, y, w, h, read_format, read_type, ptr);
} else {
// Source from the bound depth/stencil target.
glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
// Make active so glReadPixels reads from us.
glBindFramebuffer(GL_READ_FRAMEBUFFER, source_framebuffer->framebuffer);
switch (copy_command) {
case CopyCommand::kRaw: {
// This performs a byte-for-byte copy of the textures from src to dest
// with no conversion. Byte swapping may still occur.
if (copy_src_select <= 3) {
// Source from a bound render target.
glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
GL_COLOR_ATTACHMENT0 + copy_src_select);
// TODO(benvanik): RAW copy.
texture_cache_.CopyReadBufferTexture(
copy_dest_base, x, y, w, h,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, read_format, read_type, ptr);
}
break;
case CopyCommand::kRaw:
case CopyCommand::kConstantOne:
case CopyCommand::kNull:
default:
// assert_unhandled_case(copy_command);
return false;
} else {
// Source from the bound depth/stencil target.
// TODO(benvanik): RAW copy.
texture_cache_.CopyReadBufferTexture(copy_dest_base, x, y, w, h,
src_format,
copy_dest_swap ? true : false);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}
}
break;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
case CopyCommand::kConvert: {
if (copy_src_select <= 3) {
// Source from a bound render target.
glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
GL_COLOR_ATTACHMENT0 + copy_src_select);
// Either copy the readbuffer into an existing texture or create a new
// one in the cache so we can service future upload requests.
texture_cache_.CopyReadBufferTexture(
copy_dest_base, x, y, w, h,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, read_format, read_type, ptr);
}
} else {
// Source from the bound depth/stencil target.
texture_cache_.CopyReadBufferTexture(copy_dest_base, x, y, w, h,
src_format,
copy_dest_swap ? true : false);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}
}
break;
}
case CopyCommand::kConstantOne:
case CopyCommand::kNull:
default:
// assert_unhandled_case(copy_command);
return false;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Perform any requested clears.
uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;