Extracting dest coords in copies; still not right.

This commit is contained in:
Ben Vanik
2015-03-21 02:11:23 -07:00
parent fe7de2c0ba
commit b406f49ae4
6 changed files with 141 additions and 97 deletions

View File

@@ -51,7 +51,8 @@ struct VertexData { \n\
";
const std::string vs_source = header +
"\n\
layout(location = 0) uniform vec4 src_uv_params; \n\
layout(location = 0) uniform vec4 src_uv; \n\
layout(location = 1) uniform vec4 dest_rect; \n\
out gl_PerVertex { \n\
vec4 gl_Position; \n\
float gl_PointSize; \n\
@@ -64,7 +65,7 @@ layout(location = 0) in VertexFetch vfetch; \n\
layout(location = 0) out VertexData vtx; \n\
void main() { \n\
gl_Position = vec4(vfetch.pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
vtx.uv = vfetch.pos.xy * src_uv_params.zw + src_uv_params.xy; \n\
vtx.uv = vfetch.pos.xy * src_uv.zw + src_uv.xy; \n\
} \n\
";
const std::string color_fs_source = header +
@@ -207,8 +208,8 @@ struct SavedState {
}
};
void Blitter::Draw(GLuint src_texture, int32_t src_x, int32_t src_y,
int32_t src_width, int32_t src_height, GLenum filter) {
void Blitter::Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
GLenum filter) {
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisablei(GL_BLEND, 0);
@@ -228,6 +229,8 @@ void Blitter::Draw(GLuint src_texture, int32_t src_x, int32_t src_y,
break;
}
glViewport(0, 0, dest_rect.width, dest_rect.height);
// TODO(benvanik): avoid this?
GLint src_texture_width;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_WIDTH,
@@ -235,10 +238,12 @@ void Blitter::Draw(GLuint src_texture, int32_t src_x, int32_t src_y,
GLint src_texture_height;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_HEIGHT,
&src_texture_height);
glProgramUniform4f(vertex_program_, 0, src_x / float(src_texture_width),
src_y / float(src_texture_height),
src_width / float(src_texture_width),
src_height / float(src_texture_height));
glProgramUniform4f(vertex_program_, 0, src_rect.x / float(src_texture_width),
src_rect.y / float(src_texture_height),
src_rect.width / float(src_texture_width),
src_rect.height / float(src_texture_height));
glProgramUniform4f(vertex_program_, 1, float(dest_rect.x), float(dest_rect.y),
float(dest_rect.width), float(dest_rect.height));
// Useful for seeing the entire framebuffer/etc:
// glProgramUniform4f(vertex_program_, 0, 0.0f, 0.0f, 1.0f, 1.0f);
@@ -246,34 +251,27 @@ void Blitter::Draw(GLuint src_texture, int32_t src_x, int32_t src_y,
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Blitter::BlitTexture2D(GLuint src_texture, int32_t src_x, int32_t src_y,
int32_t src_width, int32_t src_height,
int32_t dest_x, int32_t dest_y, int32_t dest_width,
int32_t dest_height, GLenum filter) {
void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
Rect2D dest_rect, GLenum filter) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
glColorMaski(0, true, true, true, true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBindProgramPipeline(color_pipeline_);
Draw(src_texture, src_x, src_y, src_width, src_height, filter);
Draw(src_texture, src_rect, dest_rect, filter);
state.Restore();
}
void Blitter::CopyColorTexture2D(GLuint src_texture, int32_t src_x,
int32_t src_y, int32_t src_width,
int32_t src_height, GLuint dest_texture,
int32_t dest_x, int32_t dest_y,
int32_t dest_width, int32_t dest_height,
void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect,
GLenum filter) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
glColorMaski(0, true, true, true, true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
@@ -283,7 +281,7 @@ void Blitter::CopyColorTexture2D(GLuint src_texture, int32_t src_x,
dest_texture, 0);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_x, src_y, src_width, src_height, filter);
Draw(src_texture, src_rect, dest_rect, filter);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_NONE);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
0);
@@ -291,15 +289,11 @@ void Blitter::CopyColorTexture2D(GLuint src_texture, int32_t src_x,
state.Restore();
}
void Blitter::CopyDepthTexture(GLuint src_texture, int32_t src_x, int32_t src_y,
int32_t src_width, int32_t src_height,
GLuint dest_texture, int32_t dest_x,
int32_t dest_y, int32_t dest_width,
int32_t dest_height) {
void Blitter::CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
glColorMaski(0, false, false, false, false);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
@@ -309,7 +303,7 @@ void Blitter::CopyDepthTexture(GLuint src_texture, int32_t src_x, int32_t src_y,
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
dest_texture, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_x, src_y, src_width, src_height, GL_NEAREST);
Draw(src_texture, src_rect, dest_rect, GL_NEAREST);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
GL_NONE, 0);