Replace D3D11's BlitFramebuffer with the common one

This commit is contained in:
Henrik Rydgård committed 2022-08-03 22:22:51 +02:00
1 parent 1ab9293cb3
commit 9d23939e28
3 files changed
+7 -51

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+7 -1
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@@ -2623,7 +2623,13 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
if (useBlit) {
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
} else {
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false);
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false);
srcFBO = tempFBO;
}
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false);
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
-46
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@@ -198,52 +198,6 @@ static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
}
}
void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_) {
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail");
}
return;
}
float srcXFactor = src->renderScaleFactor;
float srcYFactor = src->renderScaleFactor;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = dst->renderScaleFactor;
float dstYFactor = dst->renderScaleFactor;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
// Direct3D doesn't support rect -> self.
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
SimpleBlit(tempFBO, dstX1, dstY1, dstX2, dstY2, src->fbo, srcX1, srcY1, srcX2, srcY2, false);
srcFBO = tempFBO;
}
SimpleBlit(
dst->fbo, dstX1, dstY1, dstX2, dstY2,
srcFBO, srcX1, srcY1, srcX2, srcY2,
false);
draw_->BindTexture(0, nullptr);
}
// Nobody calls this yet.
void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
-4
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@@ -47,10 +47,6 @@ public:
return quadBuffer_;
}
protected:
// Used by ReadFramebufferToMemory and later framebuffer block copies
void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) override;
private:
void Bind2DShader() override;
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);