2008-12-08 05:25:12 +00:00
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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2009-02-20 13:35:43 +00:00
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/////////////////////////////////////////////////////////////////////////
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// File description
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/* ---------------
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This file handles the External Frame Buffer (XFB). The XFB is a storage point when the picture is resized
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by the system to the correct display format for output to the TV. In most cases its function can be
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supplemented by the equivalent adjustments in glScissor and glViewport (or their DirectX equivalents). But
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for some homebrew games these functions are necessary because the homebrew game communicate directly with
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them.
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///////////////////////////////////*/
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2008-12-08 05:25:12 +00:00
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#include "Globals.h"
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2009-01-30 07:35:47 +00:00
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#include "GLUtil.h"
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2008-12-08 05:25:12 +00:00
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#include "MemoryUtil.h"
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#include "Render.h"
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#include "TextureMngr.h"
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#include "VertexShaderManager.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#define XFB_USE_SHADERS 1
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enum {
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XFB_BUF_HEIGHT = 538, //480,
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// TODO: figure out what to do with PAL
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};
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#if XFB_USE_SHADERS
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static GLuint xfb_decoded_texture;
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2009-01-17 16:16:47 +00:00
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static int XFBInitStatus = 0;
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2009-01-24 14:43:17 +00:00
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static struct
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{
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u8* pXFB;
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u32 width;
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u32 height;
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s32 yOffset;
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} tUpdateXFBArgs;
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void XFB_SetUpdateArgs(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset);
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2008-12-08 05:25:12 +00:00
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void XFB_Init()
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{
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glGenTextures(1, &xfb_decoded_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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2009-01-17 16:16:47 +00:00
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XFBInitStatus = 1;
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2008-12-08 05:25:12 +00:00
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}
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void XFB_Shutdown()
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{
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glDeleteTextures(1, &xfb_decoded_texture);
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2009-01-17 16:16:47 +00:00
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XFBInitStatus = 0;
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2008-12-08 05:25:12 +00:00
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}
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2009-01-17 16:16:47 +00:00
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int XFB_isInit()
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{
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return XFBInitStatus;
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}
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2008-12-08 05:25:12 +00:00
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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2008-12-19 13:56:53 +00:00
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u32 nBackbufferHeight = OpenGL_GetHeight();
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2008-12-08 05:25:12 +00:00
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TRectangle renderSrcRc;
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renderSrcRc.left = sourceRc.left;
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renderSrcRc.right = sourceRc.right;
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renderSrcRc.top = nBackbufferHeight - sourceRc.top;
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renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom;
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TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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Renderer::ResetGLState();
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TextureMngr::EnableTexRECT(0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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2008-12-19 13:56:53 +00:00
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glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(),
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2008-12-21 15:26:45 +00:00
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(int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
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GL_REPORT_ERRORD();
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float w = (float)width;
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float h = (float)height;
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float yOff = (float)yOffset;
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glBegin(GL_QUADS);
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glTexCoord2f(w, 0 - yOff); glVertex2f(1, -1);
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glTexCoord2f(w, h - yOff); glVertex2f(1, 1);
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glTexCoord2f(0, h - yOff); glVertex2f(-1, 1);
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glTexCoord2f(0, 0 - yOff); glVertex2f(-1,-1);
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glEnd();
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TextureMngr::DisableStage(0);
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Renderer::SwapBuffers();
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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2009-01-24 14:43:17 +00:00
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void XFB_Draw()
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{
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XFB_Draw(tUpdateXFBArgs.pXFB, tUpdateXFBArgs.width, tUpdateXFBArgs.height, tUpdateXFBArgs.yOffset);
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}
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void XFB_SetUpdateArgs(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
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{
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tUpdateXFBArgs.pXFB = _pXFB;
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tUpdateXFBArgs.width = _dwWidth;
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tUpdateXFBArgs.height = _dwHeight;
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tUpdateXFBArgs.yOffset = _dwYOffset;
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}
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2008-12-08 05:25:12 +00:00
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#else
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static GLuint xfb_texture;
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static u8 *xfb_buffer = 0;
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static u8 *efb_buffer = 0;
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static GLuint s_xfbFrameBuffer = 0;
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static GLuint s_xfbRenderBuffer = 0;
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void XFB_Init()
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{
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// used to render XFB
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xfb_buffer = new u8[XFB_WIDTH * XFB_BUF_HEIGHT * 4];
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memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_HEIGHT * 4);
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glGenTextures(1, &xfb_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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// used to render EFB
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glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
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glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
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// Ensure efb_buffer is aligned.
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efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Shutdown()
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{
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glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
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glDeleteTextures(1, &xfb_texture);
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xfb_texture = 0;
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delete [] xfb_buffer;
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xfb_buffer = 0;
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FreeMemoryPages(efb_buffer, nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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2008-12-25 15:56:36 +00:00
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// Switch to XFB frame buffer.
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Renderer::SetFramebuffer(s_xfbFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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GL_REPORT_ERRORD();
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glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
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glTexCoord2f(0, 0); glVertex2f(-1,1);
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glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
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glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
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glEnd();
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GL_REPORT_ERRORD();
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int width = sourceRc.right - sourceRc.left;
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int height = sourceRc.bottom - sourceRc.top;
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glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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GL_REPORT_ERRORD();
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Renderer::SetFramebuffer(0);
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Renderer::RestoreGLState();
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2008-12-26 10:43:18 +00:00
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VertexShaderManager::SetViewportChanged();
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2008-12-08 05:25:12 +00:00
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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// TODO - use shader for conversion
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ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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Renderer::SetRenderMode(Renderer::RM_Normal);
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// render to the real buffer now
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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Renderer::ResetGLState();
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// TODO - use shader for conversion
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ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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2008-12-25 15:56:36 +00:00
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glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
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glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
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glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
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glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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Renderer::SwapBuffers();
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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2008-12-19 13:56:53 +00:00
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#endif
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