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GPU/OpenGL: Use CopyImageSubData for VRAM copies
Not correct with regard to the mask bit handling, but better than blitting.
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22e8b6b0a7
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771a151567
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@ -712,11 +712,24 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
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src_y = m_vram_texture->GetHeight() - src_y - height;
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src_y = m_vram_texture->GetHeight() - src_y - height;
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dst_y = m_vram_texture->GetHeight() - dst_y - height;
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dst_y = m_vram_texture->GetHeight() - dst_y - height;
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glDisable(GL_SCISSOR_TEST);
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if (GLAD_GL_VERSION_4_3)
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m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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{
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture->GetGLId(),
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
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glEnable(GL_SCISSOR_TEST);
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}
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else if (GLAD_GL_EXT_copy_image)
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{
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glCopyImageSubDataEXT(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture->GetGLId(),
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GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
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}
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else
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{
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glDisable(GL_SCISSOR_TEST);
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m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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}
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}
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}
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void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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