Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend
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e5bacbc471
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@ -125,6 +125,18 @@ void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
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draw_screen_quad();
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}
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void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
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if (!success) {
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return;
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}
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copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
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copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
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draw_screen_quad();
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}
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void CopyEffects::copy_screen() {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
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if (!success) {
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@ -62,6 +62,7 @@ public:
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// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
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void copy_to_rect(const Rect2 &p_rect);
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void copy_to_and_from_rect(const Rect2 &p_rect);
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void copy_screen();
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void copy_cube_to_rect(const Rect2 &p_rect);
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void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
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@ -3,6 +3,7 @@
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mode_default = #define MODE_SIMPLE_COPY
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mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
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mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM
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mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
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mode_mipmap = #define MODE_MIPMAP
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mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
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@ -21,7 +22,7 @@ out vec2 uv_interp;
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// Defined in 0-1 coords.
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uniform highp vec4 copy_section;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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#if defined(MODE_GAUSSIAN_BLUR) || defined(MODE_COPY_FROM)
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uniform highp vec4 source_section;
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#endif
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@ -32,7 +33,7 @@ void main() {
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#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
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gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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#if defined(MODE_GAUSSIAN_BLUR) || defined(MODE_COPY_FROM)
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uv_interp = source_section.xy + uv_interp * source_section.zw;
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#endif
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}
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@ -2599,7 +2599,10 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
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glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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GLES3::CopyEffects::get_singleton()->copy_screen();
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Rect2 normalized_region = region;
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normalized_region.position = normalized_region.position / Size2(rt->size);
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normalized_region.size = normalized_region.size / Size2(rt->size);
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GLES3::CopyEffects::get_singleton()->copy_to_and_from_rect(normalized_region);
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if (p_gen_mipmaps) {
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GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
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