Fix blitting from megatextures

Code mostly taken from the implementation in Bitmap::drawText
This commit is contained in:
Wayward Heart 2023-10-23 01:53:03 -05:00
parent 8e62dfe68d
commit bd01e11f56

View file

@ -1058,129 +1058,165 @@ void Bitmap::stretchBlt(IntRect destRect,
return;
SDL_Surface *srcSurf = source.megaSurface();
SDL_Surface *blitTemp = 0;
bool touchesTaintedArea = p->touchesTaintedArea(destRect);
if (srcSurf && shState->config().subImageFix)
{
/* Blit from software surface, for broken GL drivers */
Vec2i gpTexSize;
shState->ensureTexSize(sourceRect.w, sourceRect.h, gpTexSize);
shState->bindTex();
GLMeta::subRectImageUpload(srcSurf->w, sourceRect.x, sourceRect.y, 0, 0,
sourceRect.w, sourceRect.h, srcSurf, GL_RGBA);
GLMeta::subRectImageEnd();
SimpleShader &shader = shState->shaders().simple;
shader.bind();
shader.setTranslation(Vec2i());
shader.setTexSize(gpTexSize);
p->pushSetViewport(shader);
p->bindFBO();
Quad &quad = shState->gpQuad();
quad.setTexRect(FloatRect(0, 0, sourceRect.w, sourceRect.h));
quad.setPosRect(destRect);
p->blitQuad(quad);
p->popViewport();
p->addTaintedArea(destRect);
p->onModified();
return;
}
else if (srcSurf)
{
/* Blit from software surface */
/* Don't do transparent blits for now */
if (opacity < 255)
source.ensureNonMega();
SDL_Rect srcRect = sourceRect;
SDL_Rect dstRect = destRect;
SDL_Rect btmRect = { 0, 0, width(), height() };
SDL_Rect bltRect;
if (SDL_IntersectRect(&btmRect, &dstRect, &bltRect) != SDL_TRUE)
return;
int bpp;
Uint32 rMask, gMask, bMask, aMask;
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888,
&bpp, &rMask, &gMask, &bMask, &aMask);
SDL_Surface *blitTemp =
SDL_CreateRGBSurface(0, destRect.w, destRect.h, bpp, rMask, gMask, bMask, aMask);
SDL_BlitScaled(srcSurf, &srcRect, blitTemp, 0);
TEX::bind(getGLTypes().tex);
if (bltRect.w == dstRect.w && bltRect.h == dstRect.h)
{
/* Dest rectangle lies within bounding box */
TEX::uploadSubImage(destRect.x, destRect.y,
destRect.w, destRect.h,
blitTemp->pixels, GL_RGBA);
}
else
{
/* Clipped blit */
GLMeta::subRectImageUpload(blitTemp->w, bltRect.x - dstRect.x, bltRect.y - dstRect.y,
bltRect.x, bltRect.y, bltRect.w, bltRect.h, blitTemp, GL_RGBA);
GLMeta::subRectImageEnd();
}
SDL_FreeSurface(blitTemp);
p->onModified();
return;
}
if (opacity == 255 && !p->touchesTaintedArea(destRect))
if (!srcSurf && opacity == 255 && !touchesTaintedArea)
{
/* Fast blit */
GLMeta::blitBegin(getGLTypes());
GLMeta::blitSource(source.getGLTypes());
GLMeta::blitRectangle(sourceRect, destRect);
GLMeta::blitRectangle(sourceRect, destRect, false);
GLMeta::blitEnd();
}
else
{
/* Fragment pipeline */
float normOpacity = (float) opacity / 255.0f;
TEXFBO &gpTex = shState->gpTexFBO(destRect.w, destRect.h);
GLMeta::blitBegin(gpTex);
GLMeta::blitSource(getGLTypes());
GLMeta::blitRectangle(destRect, Vec2i());
GLMeta::blitEnd();
FloatRect bltSubRect((float) sourceRect.x / source.width(),
(float) sourceRect.y / source.height(),
((float) source.width() / sourceRect.w) * ((float) destRect.w / gpTex.width),
((float) source.height() / sourceRect.h) * ((float) destRect.h / gpTex.height));
BltShader &shader = shState->shaders().blt;
shader.bind();
shader.setDestination(gpTex.tex);
shader.setSubRect(bltSubRect);
shader.setOpacity(normOpacity);
Quad &quad = shState->gpQuad();
quad.setTexPosRect(sourceRect, destRect);
quad.setColor(Vec4(1, 1, 1, normOpacity));
source.p->bindTexture(shader, false);
p->bindFBO();
p->pushSetViewport(shader);
p->blitQuad(quad);
p->popViewport();
if (srcSurf)
{
SDL_Rect srcRect = sourceRect;
bool subImageFix = shState->config().subImageFix;
bool srcRectTooBig = srcRect.w > glState.caps.maxTexSize ||
srcRect.h > glState.caps.maxTexSize;
bool srcSurfTooBig = srcSurf->w > glState.caps.maxTexSize ||
srcSurf->h > glState.caps.maxTexSize;
if (srcRectTooBig || srcSurfTooBig)
{
int error;
if (srcRectTooBig)
{
/* We have to resize it here anyway, so use software resizing */
blitTemp =
SDL_CreateRGBSurface(0, abs(destRect.w), abs(destRect.h), p->format->BitsPerPixel,
p->format->Rmask, p->format->Gmask,
p->format->Bmask, p->format->Amask);
if (!blitTemp)
throw Exception(Exception::SDLError, "Error creating temporary surface for blitting: %s",
SDL_GetError());
error = SDL_BlitScaled(srcSurf, &srcRect, blitTemp, 0);
}
else
{
/* Just crop it, let the shader resize it later */
blitTemp =
SDL_CreateRGBSurface(0, sourceRect.w, sourceRect.h, p->format->BitsPerPixel,
p->format->Rmask, p->format->Gmask,
p->format->Bmask, p->format->Amask);
if (!blitTemp)
throw Exception(Exception::SDLError, "Error creating temporary surface for blitting: %s",
SDL_GetError());
error = SDL_BlitSurface(srcSurf, &srcRect, blitTemp, 0);
}
if (error)
{
SDL_FreeSurface(blitTemp);
throw Exception(Exception::SDLError, "Failed to blit surface: %s", SDL_GetError());
}
srcSurf = blitTemp;
sourceRect.w = srcSurf->w;
sourceRect.h = srcSurf->h;
sourceRect.x = 0;
sourceRect.y = 0;
}
if (opacity == 255 && !touchesTaintedArea)
{
if (!subImageFix &&
sourceRect.w == destRect.w && sourceRect.h == destRect.h &&
srcSurf->w == sourceRect.w && srcSurf->h == sourceRect.h)
{
/* No scaling needed */
TEX::bind(getGLTypes().tex);
TEX::uploadSubImage(destRect.x, destRect.y,
destRect.w, destRect.h,
srcSurf->pixels, GL_RGBA);
}
else
{
/* Resizing or subImageFix involved: need to use intermediary TexFBO */
TEXFBO &gpTF = shState->gpTexFBO(srcSurf->w, srcSurf->h);
TEX::bind(gpTF.tex);
TEX::uploadSubImage(0, 0, srcSurf->w, srcSurf->h, srcSurf->pixels, GL_RGBA);
GLMeta::blitBegin(getGLTypes());
GLMeta::blitSource(gpTF);
GLMeta::blitRectangle(sourceRect, destRect, false);
GLMeta::blitEnd();
}
}
}
if (opacity < 255 || touchesTaintedArea)
{
/* We're touching a tainted area or still need to reduce opacity */
/* Fragment pipeline */
float normOpacity = (float) opacity / 255.0f;
TEXFBO &gpTex = shState->gpTexFBO(abs(destRect.w), abs(destRect.h));
Vec2i gpTexSize;
GLMeta::blitBegin(gpTex);
GLMeta::blitSource(getGLTypes());
GLMeta::blitRectangle(destRect, IntRect(0, 0, abs(destRect.w), abs(destRect.h)));
GLMeta::blitEnd();
int sourceWidth, sourceHeight;
FloatRect bltSubRect;
if (srcSurf)
{
shState->ensureTexSize(srcSurf->w, srcSurf->h, gpTexSize);
sourceWidth = gpTexSize.x;
sourceHeight = gpTexSize.y;
}
else
{
sourceWidth = source.width();
sourceHeight = source.height();
}
bltSubRect = FloatRect((float) sourceRect.x / sourceWidth,
(float) sourceRect.y / sourceHeight,
((float) sourceWidth / sourceRect.w) * ((float) abs(destRect.w) / gpTex.width),
((float) sourceHeight / sourceRect.h) * ((float) abs(destRect.h) / gpTex.height));
BltShader &shader = shState->shaders().blt;
shader.bind();
if (srcSurf)
{
shState->bindTex();
TEX::uploadSubImage(0, 0, srcSurf->w, srcSurf->h, srcSurf->pixels, GL_RGBA);
shader.setTexSize(gpTexSize);
}
else
{
source.p->bindTexture(shader, false);
}
shader.setSource();
shader.setDestination(gpTex.tex);
shader.setSubRect(bltSubRect);
shader.setOpacity(normOpacity);
Quad &quad = shState->gpQuad();
quad.setTexPosRect(sourceRect, destRect);
quad.setColor(Vec4(1, 1, 1, normOpacity));
p->bindFBO();
p->pushSetViewport(shader);
p->blitQuad(quad);
p->popViewport();
}
}
if (blitTemp)
SDL_FreeSurface(blitTemp);
p->addTaintedArea(destRect);
p->onModified();
}