2013-04-18 03:29:41 +00:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2008-12-08 05:25:12 +00:00
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2009-02-21 13:53:26 +00:00
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// Fast image conversion using OpenGL shaders.
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// This kind of stuff would be a LOT nicer with OpenCL.
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2008-12-08 05:25:12 +00:00
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#include "TextureConverter.h"
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2009-01-11 22:25:57 +00:00
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#include "TextureConversionShader.h"
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2010-09-28 02:15:02 +00:00
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#include "TextureCache.h"
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2011-12-08 05:20:55 +00:00
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#include "ProgramShaderCache.h"
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2009-09-03 20:37:35 +00:00
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#include "FramebufferManager.h"
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2008-12-08 05:25:12 +00:00
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#include "Globals.h"
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2009-09-13 09:23:30 +00:00
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#include "VideoConfig.h"
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2009-01-11 22:25:57 +00:00
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#include "ImageWrite.h"
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2008-12-08 05:25:12 +00:00
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#include "Render.h"
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2010-02-02 21:56:29 +00:00
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#include "FileUtil.h"
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2011-01-31 01:28:32 +00:00
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#include "HW/Memmap.h"
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2013-10-12 02:45:44 +00:00
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#include "DriverDetails.h"
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2008-12-08 05:25:12 +00:00
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2011-01-29 20:16:51 +00:00
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namespace OGL
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{
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2008-12-08 05:25:12 +00:00
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namespace TextureConverter
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{
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2010-10-19 22:24:27 +00:00
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using OGL::TextureCache;
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2009-02-21 13:53:26 +00:00
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static GLuint s_texConvFrameBuffer = 0;
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2008-12-08 05:25:12 +00:00
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static GLuint s_srcTexture = 0; // for decoding from RAM
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2013-08-20 13:11:03 +00:00
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static GLuint s_dstTexture = 0; // for encoding to RAM
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2008-12-08 05:25:12 +00:00
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const int renderBufferWidth = 1024;
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const int renderBufferHeight = 1024;
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2013-02-13 12:12:19 +00:00
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static SHADER s_rgbToYuyvProgram;
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static SHADER s_yuyvToRgbProgram;
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2008-12-08 05:25:12 +00:00
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2009-06-08 18:34:24 +00:00
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// Not all slots are taken - but who cares.
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2009-01-11 22:25:57 +00:00
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const u32 NUM_ENCODING_PROGRAMS = 64;
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2013-02-13 12:12:19 +00:00
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static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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2009-01-11 22:25:57 +00:00
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2012-12-09 21:49:58 +00:00
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static GLuint s_encode_VBO = 0;
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static GLuint s_encode_VAO = 0;
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static GLuint s_decode_VAO = 0;
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2012-12-09 19:56:58 +00:00
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static TargetRectangle s_cached_sourceRc;
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2012-12-08 00:48:15 +00:00
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2013-02-13 12:12:19 +00:00
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static const char *VProgram =
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2013-04-08 12:50:58 +00:00
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"ATTRIN vec2 rawpos;\n"
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"ATTRIN vec2 tex0;\n"
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"VARYOUT vec2 uv0;\n"
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2013-02-13 12:12:19 +00:00
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"void main()\n"
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"{\n"
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" uv0 = tex0;\n"
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2013-10-06 08:12:13 +00:00
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" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
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2013-02-13 12:12:19 +00:00
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"}\n";
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2013-01-11 10:59:42 +00:00
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void CreatePrograms()
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2008-12-08 05:25:12 +00:00
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{
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2013-11-24 12:30:53 +00:00
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/* TODO: Accuracy Improvements
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*
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* This shader doesn't really match what the gamecube does interally in the
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* copy pipeline.
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* 1. It uses Opengl's built in filtering when yscaling, someone could work
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* out how the copypipeline does it's filtering and implement it correctly
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* in this shader.
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* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
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* Isn't really needed on non-interlaced monitors (and would lower quality;
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* But hey, accuracy!)
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* 3. Flipper's YUYV conversion implements a 3 pixel horozontal blur on the
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* UV channels, centering the U channel on the Left pixel and the V channel
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* on the Right pixel.
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* The current implementation Centers both UV channels at the same place
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* inbetween the two Pixels, and only blurs over these two pixels.
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*/
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2009-06-08 18:34:24 +00:00
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// Output is BGRA because that is slightly faster than RGBA.
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2013-01-11 10:59:42 +00:00
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const char *FProgramRgbToYuyv =
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2013-01-18 23:39:31 +00:00
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"uniform sampler2DRect samp9;\n"
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2013-04-08 12:50:58 +00:00
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"VARYIN vec2 uv0;\n"
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2013-10-06 08:12:13 +00:00
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"COLOROUT(ocol0)\n"
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2013-01-11 10:59:42 +00:00
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"void main()\n"
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"{\n"
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2013-11-24 04:39:40 +00:00
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" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
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" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
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2013-01-11 10:59:42 +00:00
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" vec3 c01 = (c0 + c1) * 0.5;\n"
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" vec3 y_const = vec3(0.257,0.504,0.098);\n"
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" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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" vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
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2013-10-06 08:12:13 +00:00
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" vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
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2013-01-11 10:59:42 +00:00
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" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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2013-01-02 15:56:08 +00:00
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2013-11-24 12:30:53 +00:00
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/* TODO: Accuracy Improvements
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*
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* The YVYU to RGB conversion here matches the RGB to YUYV done above, but
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* if a game modifies or adds images to the XFB then it should be using the
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* same algorithm as the flipper, and could result in slight colour inaccuracies
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* when run back through this shader.
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*/
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2013-11-24 14:56:50 +00:00
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const char *VProgramYuyvToRgb =
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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2013-01-11 10:59:42 +00:00
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const char *FProgramYuyvToRgb =
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2013-01-18 23:39:31 +00:00
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"uniform sampler2DRect samp9;\n"
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2013-04-08 12:50:58 +00:00
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"VARYIN vec2 uv0;\n"
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2013-10-06 08:12:13 +00:00
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"COLOROUT(ocol0)\n"
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2012-12-24 17:09:52 +00:00
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"void main()\n"
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2011-12-03 02:17:26 +00:00
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"{\n"
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2013-11-24 14:56:50 +00:00
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" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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2013-11-24 09:48:10 +00:00
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#ifdef USE_GLES3
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2013-11-24 14:56:50 +00:00
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// We switch top/bottom here. TODO: move this to screen blit.
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" ivec2 ts = textureSize(samp9, 0);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n"
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2013-11-24 09:48:10 +00:00
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#else
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2013-11-24 14:56:50 +00:00
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" ivec2 ts = textureSize(samp9);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1));\n"
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2013-11-24 09:48:10 +00:00
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#endif
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2013-11-24 14:56:50 +00:00
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" float y = mix(c0.b, c0.r, uv.x & 1);\n"
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2013-10-06 08:12:13 +00:00
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" float yComp = 1.164 * (y - 0.0625);\n"
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" float uComp = c0.g - 0.5;\n"
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" float vComp = c0.a - 0.5;\n"
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" ocol0 = vec4(yComp + (1.596 * vComp),\n"
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" yComp - (0.813 * vComp) - (0.391 * uComp),\n"
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" yComp + (2.018 * uComp),\n"
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" 1.0);\n"
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2011-12-03 02:17:26 +00:00
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"}\n";
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2013-04-15 20:28:55 +00:00
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2013-02-13 12:12:19 +00:00
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ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
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2013-11-24 14:56:50 +00:00
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ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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2008-12-08 05:25:12 +00:00
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}
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2013-02-13 12:12:19 +00:00
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SHADER &GetOrCreateEncodingShader(u32 format)
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2009-01-11 22:25:57 +00:00
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{
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2009-02-21 13:53:26 +00:00
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if (format > NUM_ENCODING_PROGRAMS)
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2009-01-11 22:25:57 +00:00
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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}
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2009-02-21 13:53:26 +00:00
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if (s_encodingPrograms[format].glprogid == 0)
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2009-01-11 22:25:57 +00:00
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{
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2012-12-28 04:46:29 +00:00
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
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2009-01-11 22:25:57 +00:00
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#if defined(_DEBUG) || defined(DEBUGFAST)
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2011-07-15 02:17:14 +00:00
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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{
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2009-02-21 13:53:26 +00:00
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static int counter = 0;
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char szTemp[MAX_PATH];
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2011-02-28 20:40:15 +00:00
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sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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2009-02-21 13:53:26 +00:00
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SaveData(szTemp, shader);
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}
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2009-01-11 22:25:57 +00:00
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#endif
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2013-02-13 12:12:19 +00:00
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ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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2013-04-15 20:28:55 +00:00
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}
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2009-01-11 22:25:57 +00:00
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return s_encodingPrograms[format];
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}
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2008-12-08 05:25:12 +00:00
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void Init()
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{
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2013-01-03 11:06:47 +00:00
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glGenFramebuffers(1, &s_texConvFrameBuffer);
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2013-04-15 20:28:55 +00:00
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2012-12-09 21:49:58 +00:00
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glGenBuffers(1, &s_encode_VBO );
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glGenVertexArrays(1, &s_encode_VAO );
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glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
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glBindVertexArray( s_encode_VAO );
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2013-01-11 10:59:42 +00:00
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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2012-12-09 19:56:58 +00:00
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s_cached_sourceRc.top = -1;
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s_cached_sourceRc.bottom = -1;
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s_cached_sourceRc.left = -1;
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s_cached_sourceRc.right = -1;
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2013-04-15 20:28:55 +00:00
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2012-12-09 21:49:58 +00:00
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glGenVertexArrays(1, &s_decode_VAO );
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glBindVertexArray( s_decode_VAO );
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2011-02-13 19:05:24 +00:00
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2013-07-13 22:24:23 +00:00
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glActiveTexture(GL_TEXTURE0 + 9);
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2008-12-08 05:25:12 +00:00
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glGenTextures(1, &s_srcTexture);
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2013-07-13 22:24:23 +00:00
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glBindTexture(getFbType(), s_srcTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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2013-08-20 13:11:03 +00:00
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glGenTextures(1, &s_dstTexture);
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glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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2013-10-12 14:34:06 +00:00
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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2013-10-29 05:23:17 +00:00
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2013-01-11 10:59:42 +00:00
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CreatePrograms();
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2008-12-08 05:25:12 +00:00
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}
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void Shutdown()
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{
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2011-07-15 02:17:14 +00:00
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glDeleteTextures(1, &s_srcTexture);
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2013-08-20 13:11:03 +00:00
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glDeleteTextures(1, &s_dstTexture);
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2013-01-03 11:06:47 +00:00
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glDeleteFramebuffers(1, &s_texConvFrameBuffer);
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2012-12-09 21:49:58 +00:00
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glDeleteBuffers(1, &s_encode_VBO );
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glDeleteVertexArrays(1, &s_encode_VAO );
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glDeleteVertexArrays(1, &s_decode_VAO );
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2009-06-08 18:34:24 +00:00
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s_rgbToYuyvProgram.Destroy();
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s_yuyvToRgbProgram.Destroy();
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2013-10-29 05:09:01 +00:00
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for (auto& program : s_encodingPrograms)
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program.Destroy();
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2009-06-08 18:34:24 +00:00
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2009-02-22 22:49:42 +00:00
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s_srcTexture = 0;
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2013-08-20 13:11:03 +00:00
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s_dstTexture = 0;
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2009-02-22 22:49:42 +00:00
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s_texConvFrameBuffer = 0;
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2008-12-08 05:25:12 +00:00
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}
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2011-12-08 05:20:55 +00:00
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void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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2013-04-15 20:28:55 +00:00
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u8* destAddr, int dstWidth, int dstHeight, int readStride,
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bool toTexture, bool linearFilter)
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2008-12-08 05:25:12 +00:00
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{
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2010-07-12 19:30:25 +00:00
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2011-07-15 02:17:14 +00:00
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2008-12-08 05:25:12 +00:00
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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2010-11-14 23:31:53 +00:00
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
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2009-09-03 20:37:35 +00:00
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2013-08-20 13:11:03 +00:00
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
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2008-12-08 05:25:12 +00:00
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GL_REPORT_ERRORD();
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2011-07-15 02:17:14 +00:00
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2008-12-08 05:25:12 +00:00
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// set source texture
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2013-01-18 23:39:31 +00:00
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glActiveTexture(GL_TEXTURE0+9);
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2013-07-13 22:24:23 +00:00
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glBindTexture(getFbType(), srcTexture);
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2009-01-11 22:25:57 +00:00
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2009-02-28 16:33:59 +00:00
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if (linearFilter)
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2009-01-11 22:25:57 +00:00
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{
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2013-07-13 22:24:23 +00:00
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glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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2009-01-11 22:25:57 +00:00
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}
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else
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{
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2013-07-13 22:24:23 +00:00
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glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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2009-01-11 22:25:57 +00:00
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}
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2009-09-04 06:09:21 +00:00
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2008-12-08 05:25:12 +00:00
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GL_REPORT_ERRORD();
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2009-01-11 22:25:57 +00:00
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
|
2008-12-08 05:25:12 +00:00
|
|
|
|
2011-08-25 09:02:11 +00:00
|
|
|
GL_REPORT_ERRORD();
|
2012-12-09 19:56:58 +00:00
|
|
|
if(!(s_cached_sourceRc == sourceRc)) {
|
|
|
|
GLfloat vertices[] = {
|
2013-10-29 05:23:17 +00:00
|
|
|
-1.f, -1.f,
|
2012-12-09 19:56:58 +00:00
|
|
|
(float)sourceRc.left, (float)sourceRc.top,
|
|
|
|
-1.f, 1.f,
|
|
|
|
(float)sourceRc.left, (float)sourceRc.bottom,
|
|
|
|
1.f, -1.f,
|
2013-04-11 14:27:32 +00:00
|
|
|
(float)sourceRc.right, (float)sourceRc.top,
|
|
|
|
1.f, 1.f,
|
|
|
|
(float)sourceRc.right, (float)sourceRc.bottom
|
2012-12-09 19:56:58 +00:00
|
|
|
};
|
2012-12-09 21:49:58 +00:00
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
|
2012-12-09 19:56:58 +00:00
|
|
|
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2012-12-09 19:56:58 +00:00
|
|
|
s_cached_sourceRc = sourceRc;
|
2013-10-29 05:23:17 +00:00
|
|
|
}
|
2012-12-07 20:09:48 +00:00
|
|
|
|
2012-12-09 21:49:58 +00:00
|
|
|
glBindVertexArray( s_encode_VAO );
|
2013-04-11 14:27:32 +00:00
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2008-12-08 05:25:12 +00:00
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
|
2010-11-07 04:28:33 +00:00
|
|
|
// .. and then read back the results.
|
2009-01-11 22:25:57 +00:00
|
|
|
// TODO: make this less slow.
|
2009-11-15 20:14:03 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
int writeStride = bpmem.copyMipMapStrideChannels * 32;
|
2009-11-15 20:14:03 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
if (writeStride != readStride && toTexture)
|
|
|
|
{
|
|
|
|
// writing to a texture of a different size
|
|
|
|
|
|
|
|
int readHeight = readStride / dstWidth;
|
|
|
|
readHeight /= 4; // 4 bytes per pixel
|
|
|
|
|
|
|
|
int readStart = 0;
|
|
|
|
int readLoops = dstHeight / readHeight;
|
|
|
|
for (int i = 0; i < readLoops; i++)
|
|
|
|
{
|
|
|
|
glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
|
|
|
|
readStart += readHeight;
|
|
|
|
destAddr += writeStride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
|
2009-11-15 20:14:03 +00:00
|
|
|
|
2008-12-08 05:25:12 +00:00
|
|
|
GL_REPORT_ERRORD();
|
2011-07-15 02:17:14 +00:00
|
|
|
|
2008-12-08 05:25:12 +00:00
|
|
|
}
|
|
|
|
|
2011-12-30 00:00:34 +00:00
|
|
|
int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
|
2010-07-12 19:30:25 +00:00
|
|
|
{
|
|
|
|
u32 format = copyfmt;
|
|
|
|
|
|
|
|
if (bFromZBuffer)
|
|
|
|
{
|
|
|
|
format |= _GX_TF_ZTF;
|
|
|
|
if (copyfmt == 11)
|
|
|
|
format = GX_TF_Z16;
|
|
|
|
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
|
|
|
|
format |= _GX_TF_CTF;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
|
|
|
|
format |= _GX_TF_CTF;
|
|
|
|
|
2013-02-13 12:12:19 +00:00
|
|
|
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
|
2010-07-12 19:30:25 +00:00
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
u8 *dest_ptr = Memory::GetPointer(address);
|
2010-07-12 19:30:25 +00:00
|
|
|
|
|
|
|
int width = (source.right - source.left) >> bScaleByHalf;
|
|
|
|
int height = (source.bottom - source.top) >> bScaleByHalf;
|
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
|
|
|
|
|
2010-07-12 19:30:25 +00:00
|
|
|
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
|
2013-10-29 05:23:17 +00:00
|
|
|
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
|
|
|
|
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
|
2010-07-12 19:30:25 +00:00
|
|
|
|
|
|
|
// only copy on cache line boundaries
|
|
|
|
// extra pixels are copied but not displayed in the resulting texture
|
|
|
|
s32 expandedWidth = (width + blkW) & (~blkW);
|
|
|
|
s32 expandedHeight = (height + blkH) & (~blkH);
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2010-12-20 17:06:39 +00:00
|
|
|
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2013-01-14 11:37:31 +00:00
|
|
|
float params[] = {
|
|
|
|
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
|
|
|
|
0.0f, 0.0f,
|
|
|
|
(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
|
|
|
|
(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
|
|
|
|
};
|
2013-02-13 12:12:19 +00:00
|
|
|
|
|
|
|
texconv_shader.Bind();
|
2013-10-08 12:34:42 +00:00
|
|
|
glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
|
2010-07-12 19:30:25 +00:00
|
|
|
|
|
|
|
TargetRectangle scaledSource;
|
|
|
|
scaledSource.top = 0;
|
|
|
|
scaledSource.bottom = expandedHeight;
|
|
|
|
scaledSource.left = 0;
|
|
|
|
scaledSource.right = expandedWidth / samples;
|
2010-09-28 02:15:02 +00:00
|
|
|
int cacheBytes = 32;
|
2010-12-20 17:06:39 +00:00
|
|
|
if ((format & 0x0f) == 6)
|
|
|
|
cacheBytes = 64;
|
|
|
|
|
|
|
|
int readStride = (expandedWidth * cacheBytes) /
|
|
|
|
TexDecoder_GetBlockWidthInTexels(format);
|
2011-12-08 05:20:55 +00:00
|
|
|
EncodeToRamUsingShader(source_texture, scaledSource,
|
2010-12-20 17:06:39 +00:00
|
|
|
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
|
|
|
|
true, bScaleByHalf > 0 && !bFromZBuffer);
|
2011-12-30 00:00:34 +00:00
|
|
|
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
|
2009-11-15 20:14:03 +00:00
|
|
|
|
2009-01-11 22:25:57 +00:00
|
|
|
}
|
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
|
2009-01-11 22:25:57 +00:00
|
|
|
{
|
2010-11-18 02:21:26 +00:00
|
|
|
g_renderer->ResetAPIState();
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2013-02-13 12:12:19 +00:00
|
|
|
s_rgbToYuyvProgram.Bind();
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2013-11-24 12:11:42 +00:00
|
|
|
// We enable linear filtering, because the gamecube does filtering in the vertical direction when
|
|
|
|
// yscale is enabled.
|
|
|
|
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
|
|
|
|
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, true);
|
2010-11-14 23:31:53 +00:00
|
|
|
FramebufferManager::SetFramebuffer(0);
|
2013-04-15 20:28:55 +00:00
|
|
|
TextureCache::DisableStage(0);
|
2010-11-18 02:21:26 +00:00
|
|
|
g_renderer->RestoreAPIState();
|
2011-07-15 02:17:14 +00:00
|
|
|
GL_REPORT_ERRORD();
|
2009-01-11 22:25:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-02-28 19:02:37 +00:00
|
|
|
// Should be scale free.
|
2013-08-20 13:11:03 +00:00
|
|
|
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
|
2008-12-08 05:25:12 +00:00
|
|
|
{
|
2011-01-31 01:28:32 +00:00
|
|
|
u8* srcAddr = Memory::GetPointer(xfbAddr);
|
2009-06-29 07:30:48 +00:00
|
|
|
if (!srcAddr)
|
|
|
|
{
|
|
|
|
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2010-11-18 02:21:26 +00:00
|
|
|
g_renderer->ResetAPIState(); // reset any game specific settings
|
2010-09-30 15:24:34 +00:00
|
|
|
|
2010-11-07 04:28:33 +00:00
|
|
|
// switch to texture converter frame buffer
|
2008-12-08 05:25:12 +00:00
|
|
|
// attach destTexture as color destination
|
2010-11-14 23:31:53 +00:00
|
|
|
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
2013-08-20 13:11:03 +00:00
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
|
2008-12-08 05:25:12 +00:00
|
|
|
|
2009-06-26 08:57:53 +00:00
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
|
2008-12-08 05:25:12 +00:00
|
|
|
// activate source texture
|
|
|
|
// set srcAddr as data for source texture
|
2013-01-18 23:39:31 +00:00
|
|
|
glActiveTexture(GL_TEXTURE0+9);
|
2013-07-13 22:24:23 +00:00
|
|
|
glBindTexture(getFbType(), s_srcTexture);
|
2013-11-24 14:56:50 +00:00
|
|
|
glTexImage2D(getFbType(), 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
2008-12-08 05:25:12 +00:00
|
|
|
|
|
|
|
glViewport(0, 0, srcWidth, srcHeight);
|
2013-02-13 12:12:19 +00:00
|
|
|
s_yuyvToRgbProgram.Bind();
|
2011-07-15 02:17:14 +00:00
|
|
|
|
2012-12-09 21:49:58 +00:00
|
|
|
glBindVertexArray( s_decode_VAO );
|
2013-04-11 14:27:32 +00:00
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2010-11-14 23:31:53 +00:00
|
|
|
FramebufferManager::SetFramebuffer(0);
|
2009-06-26 08:57:53 +00:00
|
|
|
|
2010-11-18 02:21:26 +00:00
|
|
|
g_renderer->RestoreAPIState();
|
2011-07-15 02:17:14 +00:00
|
|
|
GL_REPORT_ERRORD();
|
2008-12-08 05:25:12 +00:00
|
|
|
}
|
|
|
|
|
2009-02-21 13:53:26 +00:00
|
|
|
} // namespace
|
2011-01-29 20:16:51 +00:00
|
|
|
|
2011-01-29 22:48:33 +00:00
|
|
|
} // namespace OGL
|