dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "TextureConverter.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "Globals.h"
#include "GLUtil.h"
#include "Render.h"
namespace TextureConverter
{
static GLuint s_frameBuffer = 0;
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
static FRAGMENTSHADER s_rgbToYuyvProgram;
static FRAGMENTSHADER s_yuyvToRgbProgram;
void CreateRgbToYuyvProgram()
{
// output is BGRA because that is slightly faster than RGBA
char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
" float3 c0 = texRECT(samp0, uv0).rgb;\n"
" float3 c1 = texRECT(samp0, uv1).rgb;\n"
" float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
" float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
" float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
" float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"
" ocol0 = float4(y1, u0, y0, v1);\n"
"}\n";
if (!PixelShaderMngr::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
ERROR_LOG("Failed to create RGB to YUYV fragment program\n");
}
}
void CreateYuyvToRgbProgram()
{
char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float4 c0 = texRECT(samp0, uv0).rgba;\n"
" float f = step(0.5, frac(uv0.x));\n"
" float y = lerp(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderMngr::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
ERROR_LOG("Failed to create YUYV to RGB fragment program\n");
}
}
void Init()
{
glGenFramebuffersEXT( 1, &s_frameBuffer);
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
glGenTextures(1, &s_srcTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
}
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_frameBuffer);
}
void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
float dstFormatFactor = 0.5f;
float dstFmtWidth = dstWidth * dstFormatFactor;
// switch to texture converter frame buffer
// attach render buffer as color destination
Renderer::SetFramebuffer(s_frameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
GL_REPORT_ERRORD();
// set source texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
TextureMngr::EnableTexRECT(0);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glViewport(0, 0, dstFmtWidth, dstHeight);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid);
glBegin(GL_QUADS);
glTexCoord2f(sourceRc.left, sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f(sourceRc.left, sourceRc.bottom); glVertex2f(-1,1);
glTexCoord2f(sourceRc.right, sourceRc.bottom); glVertex2f(1,1);
glTexCoord2f(sourceRc.right, sourceRc.top); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
// TODO: this is real slow. try using a pixel buffer object.
glReadPixels(0, 0, dstFmtWidth, dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
float srcFormatFactor = 0.5f;
float srcFmtWidth = srcWidth * srcFormatFactor;
// swich to texture converter frame buffer
// attach destTexture as color destination
Renderer::SetFramebuffer(s_frameBuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
// activate source texture
// set srcAddr as data for source texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: this is slow. try using a pixel buffer object.
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, srcFmtWidth, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
TextureMngr::EnableTexRECT(0);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
glViewport(0, 0, srcWidth, srcHeight);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(srcFmtWidth, srcHeight); glVertex2f(1,-1);
glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, srcHeight); glVertex2f(-1,-1);
glEnd();
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
VertexShaderMngr::SetViewportChanged();
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
}