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				@@ -41,7 +41,7 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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				}
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				 | 
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				/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
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				    const Tegra::Texture::FullTextureInfo& config) {
 | 
			
		
		
	
		
			
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			 | 
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				    const Tegra::Texture::FullTextureInfo& config, const GLShader::SamplerEntry& entry) {
 | 
			
		
		
	
		
			
				 | 
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			 | 
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				    SurfaceParams params{};
 | 
			
		
		
	
		
			
				 | 
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			 | 
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				    params.addr = TryGetCpuAddr(config.tic.Address());
 | 
			
		
		
	
		
			
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			 | 
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				    params.is_tiled = config.tic.IsTiled();
 | 
			
		
		
	
	
		
			
				
					
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				@@ -60,9 +60,23 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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				    case SurfaceTarget::Texture2D:
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				        params.depth = 1;
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				        break;
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				    case SurfaceTarget::TextureCubemap:
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				        params.depth = config.tic.Depth() * 6;
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				        break;
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				    case SurfaceTarget::Texture3D:
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				        params.depth = config.tic.Depth();
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			 | 
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				        break;
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				    case SurfaceTarget::Texture2DArray:
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				        params.depth = config.tic.Depth();
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				        if (!entry.IsArray()) {
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				            // TODO(bunnei): We have seen games re-use a Texture2D as Texture2DArray with depth of
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				            // one, but sample the texture in the shader as if it were not an array texture. This
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				            // probably is valid on hardware, but we still need to write a test to confirm this. In
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				            // emulation, the workaround here is to continue to treat this as a Texture2D. An
 | 
			
		
		
	
		
			
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			 | 
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				            // example game that does this is Super Mario Odyssey (in Cloud Kingdom).
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				            ASSERT(params.depth == 1);
 | 
			
		
		
	
		
			
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				            params.target = SurfaceTarget::Texture2D;
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				        }
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				        break;
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				    default:
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				        LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
 | 
			
		
		
	
	
		
			
				
					
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				@@ -71,7 +85,11 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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				        break;
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				    }
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				    params.size_in_bytes = params.SizeInBytes();
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				    params.size_in_bytes_total = params.SizeInBytesTotal();
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				    params.size_in_bytes_2d = params.SizeInBytes2D();
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				    params.max_mip_level = config.tic.max_mip_level + 1;
 | 
			
		
		
	
		
			
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				    params.rt = {};
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				    return params;
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				}
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				@@ -89,7 +107,16 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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				    params.unaligned_height = config.height;
 | 
			
		
		
	
		
			
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				    params.target = SurfaceTarget::Texture2D;
 | 
			
		
		
	
		
			
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				    params.depth = 1;
 | 
			
		
		
	
		
			
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			 | 
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				    params.size_in_bytes = params.SizeInBytes();
 | 
			
		
		
	
		
			
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				    params.size_in_bytes_total = params.SizeInBytesTotal();
 | 
			
		
		
	
		
			
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				    params.size_in_bytes_2d = params.SizeInBytes2D();
 | 
			
		
		
	
		
			
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				    params.max_mip_level = 0;
 | 
			
		
		
	
		
			
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				    // Render target specific parameters, not used for caching
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				    params.rt.index = static_cast<u32>(index);
 | 
			
		
		
	
		
			
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			 | 
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				    params.rt.array_mode = config.array_mode;
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				    params.rt.layer_stride = config.layer_stride;
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			 | 
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				    params.rt.base_layer = config.base_layer;
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				    return params;
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				}
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				@@ -108,7 +135,11 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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				    params.unaligned_height = zeta_height;
 | 
			
		
		
	
		
			
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			 | 
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				    params.target = SurfaceTarget::Texture2D;
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			 | 
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				    params.depth = 1;
 | 
			
		
		
	
		
			
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			 | 
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				    params.size_in_bytes = params.SizeInBytes();
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				 | 
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				    params.size_in_bytes_total = params.SizeInBytesTotal();
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				    params.size_in_bytes_2d = params.SizeInBytes2D();
 | 
			
		
		
	
		
			
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				    params.max_mip_level = 0;
 | 
			
		
		
	
		
			
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			 | 
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				    params.rt = {};
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				    return params;
 | 
			
		
		
	
		
			
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				}
 | 
			
		
		
	
		
			
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				@@ -400,9 +431,13 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
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				        // clang-format on
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				};
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				static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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			 | 
			 | 
			
				                         const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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			 | 
			 | 
			
				                         GLuint read_fb_handle, GLuint draw_fb_handle) {
 | 
			
		
		
	
		
			
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				static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
 | 
			
		
		
	
		
			
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			 | 
			
				                        GLuint read_fb_handle, GLuint draw_fb_handle, GLenum src_attachment = 0,
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				                        GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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				    const auto& src_params{src_surface->GetSurfaceParams()};
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			 | 
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				    const auto& dst_params{dst_surface->GetSurfaceParams()};
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				    OpenGLState prev_state{OpenGLState::GetCurState()};
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				    SCOPE_EXIT({ prev_state.Apply(); });
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				@@ -413,47 +448,203 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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			 | 
			
				    u32 buffers{};
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				    if (type == SurfaceType::ColorTexture) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (src_params.type == SurfaceType::ColorTexture) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        switch (src_params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   GL_TEXTURE_2D, src_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                src_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                      src_surface->Texture().handle, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture3D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   SurfaceTargetToGL(src_params.target),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   src_surface->Texture().handle, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   SurfaceTargetToGL(src_params.target), 0, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   GL_TEXTURE_2D, src_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        switch (dst_params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                dst_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                      dst_surface->Texture().handle, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture3D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   SurfaceTargetToGL(dst_params.target),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   dst_surface->Texture().handle, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   SurfaceTargetToGL(dst_params.target), 0, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                   0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        buffers = GL_COLOR_BUFFER_BIT;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else if (type == SurfaceType::Depth) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else if (src_params.type == SurfaceType::Depth) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               src_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               dst_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        buffers = GL_DEPTH_BUFFER_BIT;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else if (type == SurfaceType::DepthStencil) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else if (src_params.type == SurfaceType::DepthStencil) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               src_tex, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               src_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               GL_TEXTURE_2D, 0, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               dst_tex, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                               dst_surface->Texture().handle, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                      dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const auto& rect{src_params.GetRect()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                      rect.right, rect.top, buffers,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                      buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    return true;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                        GLuint copy_pbo_handle, GLenum src_attachment = 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                        GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    ASSERT_MSG(dst_attachment == 0, "Unimplemented");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const auto& src_params{src_surface->GetSurfaceParams()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const auto& dst_params{dst_surface->GetSurfaceParams()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    auto source_format = GetFormatTuple(src_params.pixel_format, src_params.component_type);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    auto dest_format = GetFormatTuple(dst_params.pixel_format, dst_params.component_type);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    std::size_t buffer_size =
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::max(src_params.size_in_bytes_total, dst_params.size_in_bytes_total);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo_handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (source_format.compressed) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glGetCompressedTextureImage(src_surface->Texture().handle, src_attachment,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(src_params.size_in_bytes_total), nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glGetTextureImage(src_surface->Texture().handle, src_attachment, source_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                          source_format.type, static_cast<GLsizei>(src_params.size_in_bytes_total),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                          nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // If the new texture is bigger than the previous one, we need to fill in the rest with data
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // from the CPU.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (src_params.size_in_bytes_total < dst_params.size_in_bytes_total) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // Upload the rest of the memory.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (dst_params.is_tiled) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // of the data in this case. Games like Super Mario Odyssey seem to hit this case
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // but it doesn't clear it beforehand, the texture is already full of zeros.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                              "reinterpretation but the texture is tiled.");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::size_t remaining_size =
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            dst_params.size_in_bytes_total - src_params.size_in_bytes_total;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::vector<u8> data(remaining_size);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        Memory::ReadBlock(dst_params.addr + src_params.size_in_bytes_total, data.data(),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                          data.size());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBufferSubData(GL_PIXEL_PACK_BUFFER, src_params.size_in_bytes_total, remaining_size,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                        data.data());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const GLsizei width{static_cast<GLsizei>(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::min(src_params.GetRect().GetWidth(), dst_params.GetRect().GetWidth()))};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const GLsizei height{static_cast<GLsizei>(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::min(src_params.GetRect().GetHeight(), dst_params.GetRect().GetHeight()))};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo_handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (dest_format.compressed) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        switch (dst_params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture1D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glTextureSubImage1D(dst_surface->Texture().handle, 0, 0, width, dest_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glTextureSubImage2D(dst_surface->Texture().handle, 0, 0, 0, width, height,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                dest_format.format, dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture3D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0, 0, width, height,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                static_cast<GLsizei>(dst_params.depth), dest_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                static_cast<GLint>(cubemap_face), width, height, 1,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                dest_format.format, dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                         static_cast<u32>(dst_params.target));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				CachedSurface::CachedSurface(const SurfaceParams& params)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    : params(params), gl_target(SurfaceTargetToGL(params.target)) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    texture.Create();
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -481,6 +672,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                           rect.GetWidth());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                           rect.GetWidth(), rect.GetHeight());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -585,29 +777,39 @@ void CachedSurface::LoadGLBuffer() {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const u32 bytes_per_pixel = GetGLBytesPerPixel(params.pixel_format);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const u32 copy_size = params.width * params.height * bytes_per_pixel;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const std::size_t total_size = copy_size * params.depth;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    MICROPROFILE_SCOPE(OpenGL_SurfaceLoad);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (params.is_tiled) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        gl_buffer.resize(total_size);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // TODO(bunnei): This only unswizzles and copies a 2D texture - we do not yet know how to do
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // this for 3D textures, etc.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        switch (params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // Pass impl. to the fallback code below
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            for (std::size_t index = 0; index < params.depth; ++index) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                const std::size_t offset{index * copy_size};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                    params.width, params.block_height, params.height, gl_buffer.data() + offset,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                    copy_size, params.addr + offset);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(HW_GPU, "Unimplemented tiled load for target={}",
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                         static_cast<u32>(params.target));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        gl_buffer.resize(static_cast<std::size_t>(params.depth) * copy_size);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            params.width, params.block_height, params.height, gl_buffer.data(), copy_size,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            params.addr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        const u8* const texture_src_data_end{texture_src_data +
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                             (static_cast<std::size_t>(params.depth) * copy_size)};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        const u8* const texture_src_data_end{texture_src_data + total_size};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        gl_buffer.assign(texture_src_data, texture_src_data_end);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -634,7 +836,7 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // Load data from memory to the surface
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const GLint x0 = static_cast<GLint>(rect.left);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const GLint y0 = static_cast<GLint>(rect.bottom);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const std::size_t buffer_offset =
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    std::size_t buffer_offset =
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        static_cast<std::size_t>(static_cast<std::size_t>(y0) * params.width +
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                 static_cast<std::size_t>(x0)) *
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        GetGLBytesPerPixel(params.pixel_format);
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -663,15 +865,25 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glCompressedTexImage2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                SurfaceTargetToGL(params.target), 0, tuple.internal_format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.width), static_cast<GLsizei>(params.height), 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.size_in_bytes), &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.size_in_bytes_2d), &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture3D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glCompressedTexImage3D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                SurfaceTargetToGL(params.target), 0, tuple.internal_format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.width), static_cast<GLsizei>(params.height),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.depth), 0, static_cast<GLsizei>(params.size_in_bytes),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.depth), 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.size_in_bytes_total), &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            for (std::size_t face = 0; face < params.depth; ++face) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                glCompressedTexImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                       0, tuple.internal_format, static_cast<GLsizei>(params.width),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                       static_cast<GLsizei>(params.height), 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                       static_cast<GLsizei>(params.size_in_bytes_2d),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                       &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                buffer_offset += params.size_in_bytes_2d;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -679,8 +891,8 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glCompressedTexImage2D(
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                GL_TEXTURE_2D, 0, tuple.internal_format, static_cast<GLsizei>(params.width),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.height), 0, static_cast<GLsizei>(params.size_in_bytes),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.height), 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                static_cast<GLsizei>(params.size_in_bytes_2d), &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -703,6 +915,15 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            static_cast<GLsizei>(rect.GetHeight()), params.depth, tuple.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            tuple.type, &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        case SurfaceParams::SurfaceTarget::TextureCubemap:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            for (std::size_t face = 0; face < params.depth; ++face) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                glTexSubImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, x0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                y0, static_cast<GLsizei>(rect.GetWidth()),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                &gl_buffer[buffer_offset]);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                buffer_offset += params.size_in_bytes_2d;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                         static_cast<u32>(params.target));
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -722,8 +943,9 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    copy_pbo.Create();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    return GetSurface(SurfaceParams::CreateForTexture(config));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                                 const GLShader::SamplerEntry& entry) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    return GetSurface(SurfaceParams::CreateForTexture(config, entry));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -811,98 +1033,69 @@ Surface RasterizerCacheOpenGL::GetUncachedSurface(const SurfaceParams& params) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    return surface;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                               const SurfaceParams& new_params) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // Verify surface is compatible for blitting
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const auto& params{surface->GetSurfaceParams()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    auto old_params{old_surface->GetSurfaceParams()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // Get a new surface with the new parameters, and blit the previous surface to it
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    Surface new_surface{GetUncachedSurface(new_params)};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    if (params.pixel_format == new_params.pixel_format ||
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        !Settings::values.use_accurate_framebuffers) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // If the format is the same, just do a framebuffer blit. This is significantly faster than
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // using PBOs. The is also likely less accurate, as textures will be converted rather than
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // reinterpreted.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // If the format is the same, just do a framebuffer blit. This is significantly faster than
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // using PBOs. The is also likely less accurate, as textures will be converted rather than
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // surface copy, where pixels are reinterpreted as a new format (without conversion). This
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // code path uses OpenGL PBOs and is quite slow.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                       !Settings::values.use_accurate_framebuffers};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                     params.GetRect(), params.type, read_framebuffer.handle,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                     draw_framebuffer.handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // where pixels are reinterpreted as a new format (without conversion). This code path uses
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // OpenGL PBOs and is quite slow.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        std::size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo.handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (source_format.compressed) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glGetCompressedTextureImage(surface->Texture().handle, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                        static_cast<GLsizei>(params.SizeInBytes()), nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    switch (new_params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (is_blit) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glGetTextureImage(surface->Texture().handle, 0, source_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                              source_format.type, static_cast<GLsizei>(params.SizeInBytes()),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                              nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            CopySurface(old_surface, new_surface, copy_pbo.handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // If the new texture is bigger than the previous one, we need to fill in the rest with data
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // from the CPU.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (params.SizeInBytes() < new_params.SizeInBytes()) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // Upload the rest of the memory.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            if (new_params.is_tiled) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                // of the data in this case. Games like Super Mario Odyssey seem to hit this case
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                // when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                // but it doesn't clear it beforehand, the texture is already full of zeros.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                  "reinterpretation but the texture is tiled.");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            std::size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            std::vector<u8> data(remaining_size);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            data.data());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        const auto& dest_rect{new_params.GetRect()};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo.handle);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (dest_format.compressed) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case SurfaceParams::SurfaceTarget::TextureCubemap: {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if (old_params.rt.array_mode != 1) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // yet (array rendering used as a cubemap texture).
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            switch (new_params.target) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            case SurfaceParams::SurfaceTarget::Texture1D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                glTextureSubImage1D(new_surface->Texture().handle, 0, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(dest_rect.GetWidth()), dest_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            case SurfaceParams::SurfaceTarget::Texture2D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(dest_rect.GetWidth()),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            case SurfaceParams::SurfaceTarget::Texture3D:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            case SurfaceParams::SurfaceTarget::Texture2DArray:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                glTextureSubImage3D(new_surface->Texture().handle, 0, 0, 0, 0,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(dest_rect.GetWidth()),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(dest_rect.GetHeight()),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    static_cast<GLsizei>(new_params.depth), dest_format.format,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                    dest_format.type, nullptr);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                             static_cast<u32>(params.target));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            return new_surface;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // This seems to be used for render-to-cubemap texture
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        ASSERT_MSG(old_params.target == SurfaceParams::SurfaceTarget::Texture2D, "Unexpected");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        ASSERT_MSG(old_params.pixel_format == new_params.pixel_format, "Unexpected");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        ASSERT_MSG(old_params.rt.base_layer == 0, "Unimplemented");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // TODO(bunnei): Verify the below - this stride seems to be in 32-bit words, not pixels.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // Tested with Splatoon 2, Super Mario Odyssey, and Breath of the Wild.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        const std::size_t byte_stride{old_params.rt.layer_stride * sizeof(u32)};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        for (std::size_t index = 0; index < new_params.depth; ++index) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            Surface face_surface{TryGetReservedSurface(old_params)};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            ASSERT_MSG(face_surface, "Unexpected");
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            if (is_blit) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                BlitSurface(face_surface, new_surface, read_framebuffer.handle,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            draw_framebuffer.handle, face_surface->GetSurfaceParams().rt.index,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            new_params.rt.index, index);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                CopySurface(face_surface, new_surface, copy_pbo.handle,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                            face_surface->GetSurfaceParams().rt.index, new_params.rt.index, index);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            old_params.addr += byte_stride;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    default:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                     static_cast<u32>(new_params.target));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        UNREACHABLE();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    return new_surface;
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				 
 |