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renderer_opengl: Address cubemap related errors (#6158)
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@ -559,7 +559,8 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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u32 scaled_size = cube.res_scale * config.width;
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u32 scaled_size = cube.res_scale * config.width;
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for (const Face& face : faces) {
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for (std::size_t i = 0; i < faces.size(); i++) {
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const Face& face = faces[i];
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if (face.watcher && !face.watcher->IsValid()) {
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if (face.watcher && !face.watcher->IsValid()) {
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auto surface = face.watcher->Get();
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auto surface = face.watcher->Get();
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if (!surface->invalid_regions.empty()) {
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if (!surface->invalid_regions.empty()) {
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@ -570,7 +571,7 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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const auto dst_rect = Common::Rectangle<u32>{0, scaled_size, scaled_size, 0};
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const auto dst_rect = Common::Rectangle<u32>{0, scaled_size, scaled_size, 0};
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const Aspect aspect = ToAspect(surface->type);
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const Aspect aspect = ToAspect(surface->type);
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runtime.BlitTextures(surface->texture, {aspect, src_rect}, cube.texture,
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runtime.BlitTextures(surface->texture, {aspect, src_rect}, cube.texture,
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{aspect, dst_rect});
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{aspect, dst_rect, 0, static_cast<u32>(i)}, true);
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face.watcher->Validate();
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face.watcher->Validate();
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}
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}
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@ -127,7 +127,8 @@ bool TextureRuntime::CopyTextures(const OGLTexture& src_tex, Subresource src_sub
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}
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}
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bool TextureRuntime::BlitTextures(const OGLTexture& src_tex, Subresource src_subresource,
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bool TextureRuntime::BlitTextures(const OGLTexture& src_tex, Subresource src_subresource,
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const OGLTexture& dst_tex, Subresource dst_subresource) {
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const OGLTexture& dst_tex, Subresource dst_subresource,
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bool dst_cube) {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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@ -136,10 +137,12 @@ bool TextureRuntime::BlitTextures(const OGLTexture& src_tex, Subresource src_sub
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state.draw.draw_framebuffer = draw_fbo.handle;
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state.draw.draw_framebuffer = draw_fbo.handle;
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state.Apply();
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state.Apply();
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auto BindAttachment = [src_level = src_subresource.level, dst_level = dst_subresource.level](
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auto BindAttachment =
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GLenum target, u32 src_tex, u32 dst_tex) -> void {
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[dst_cube, src_level = src_subresource.level, dst_level = dst_subresource.level,
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dst_layer = dst_subresource.layer](GLenum target, u32 src_tex, u32 dst_tex) -> void {
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GLenum dst_target = dst_cube ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + dst_layer : GL_TEXTURE_2D;
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, target, GL_TEXTURE_2D, src_tex, src_level);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, target, GL_TEXTURE_2D, src_tex, src_level);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, target, GL_TEXTURE_2D, dst_tex, dst_level);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, target, dst_target, dst_tex, dst_level);
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};
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};
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// Sanity check; Can't blit a color texture to a depth buffer
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// Sanity check; Can't blit a color texture to a depth buffer
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@ -57,7 +57,8 @@ public:
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// Copies a rectangle of src_tex to another rectange of dst_rect performing
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// Copies a rectangle of src_tex to another rectange of dst_rect performing
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// scaling and format conversions
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// scaling and format conversions
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bool BlitTextures(const OGLTexture& src_tex, Subresource src_subresource,
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bool BlitTextures(const OGLTexture& src_tex, Subresource src_subresource,
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const OGLTexture& dst_tex, Subresource dst_subresource);
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const OGLTexture& dst_tex, Subresource dst_subresource,
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bool dst_cube = false);
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// Generates mipmaps for all the available levels of the texture
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// Generates mipmaps for all the available levels of the texture
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void GenerateMipmaps(const OGLTexture& tex, u32 max_level);
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void GenerateMipmaps(const OGLTexture& tex, u32 max_level);
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@ -56,7 +56,7 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
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GLsizei height, GLsizei depth) {
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GLsizei height, GLsizei depth) {
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GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
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GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glBindTexture(target, handle);
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switch (target) {
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switch (target) {
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case GL_TEXTURE_1D:
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case GL_TEXTURE_1D:
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@ -76,9 +76,9 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
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break;
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break;
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, old_tex);
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glBindTexture(GL_TEXTURE_2D, old_tex);
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}
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}
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