Blitter handles color/depth texture copies.
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@@ -2472,7 +2472,7 @@ bool CommandProcessor::IssueCopy() {
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glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
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break;
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default:
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//assert_unhandled_case(copy_dest_endian);
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// assert_unhandled_case(copy_dest_endian);
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glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
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break;
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}
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@@ -2498,29 +2498,26 @@ bool CommandProcessor::IssueCopy() {
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uint32_t h = copy_dest_height;
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// Make active so glReadPixels reads from us.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source_framebuffer->framebuffer);
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switch (copy_command) {
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case CopyCommand::kRaw: {
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// This performs a byte-for-byte copy of the textures from src to dest
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// with no conversion. Byte swapping may still occur.
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if (copy_src_select <= 3) {
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// Source from a bound render target.
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glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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// TODO(benvanik): RAW copy.
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last_framebuffer_texture_ = texture_cache_.CopyReadBufferTexture(
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copy_dest_base, x, y, w, h,
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last_framebuffer_texture_ = texture_cache_.CopyTexture(
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context_->blitter(), copy_dest_base, x, y, w, h,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false);
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copy_dest_swap ? true : false, color_targets[copy_src_select]);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, read_format, read_type, ptr);
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}
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} else {
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// Source from the bound depth/stencil target.
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// TODO(benvanik): RAW copy.
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texture_cache_.CopyReadBufferTexture(copy_dest_base, x, y, w, h,
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src_format,
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copy_dest_swap ? true : false);
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texture_cache_.CopyTexture(context_->blitter(), copy_dest_base, x, y, w,
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h, src_format, copy_dest_swap ? true : false,
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depth_target);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
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}
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@@ -2530,22 +2527,20 @@ bool CommandProcessor::IssueCopy() {
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case CopyCommand::kConvert: {
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if (copy_src_select <= 3) {
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// Source from a bound render target.
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glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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// Either copy the readbuffer into an existing texture or create a new
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// one in the cache so we can service future upload requests.
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last_framebuffer_texture_ = texture_cache_.CopyReadBufferTexture(
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copy_dest_base, x, y, w, h,
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last_framebuffer_texture_ = texture_cache_.ConvertTexture(
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context_->blitter(), copy_dest_base, x, y, w, h,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false);
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copy_dest_swap ? true : false, color_targets[copy_src_select]);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, read_format, read_type, ptr);
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}
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} else {
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// Source from the bound depth/stencil target.
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texture_cache_.CopyReadBufferTexture(copy_dest_base, x, y, w, h,
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src_format,
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copy_dest_swap ? true : false);
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texture_cache_.ConvertTexture(
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context_->blitter(), copy_dest_base, x, y, w, h, src_format,
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copy_dest_swap ? true : false, depth_target);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
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}
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@@ -2558,7 +2553,6 @@ bool CommandProcessor::IssueCopy() {
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// assert_unhandled_case(copy_command);
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return false;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Perform any requested clears.
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uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
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