Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.

This commit is contained in:
Ryan Houdek 2011-12-07 23:20:55 -06:00
parent b01c973689
commit 4c136c4efc
1 changed files with 32 additions and 13 deletions

View File

@ -24,6 +24,7 @@
#include "TextureConversionShader.h" #include "TextureConversionShader.h"
#include "TextureCache.h" #include "TextureCache.h"
#include "PixelShaderCache.h" #include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
#include "VertexShaderManager.h" #include "VertexShaderManager.h"
#include "FramebufferManager.h" #include "FramebufferManager.h"
#include "Globals.h" #include "Globals.h"
@ -228,7 +229,7 @@ void Shutdown()
s_texConvFrameBuffer = 0; s_texConvFrameBuffer = 0;
} }
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc, void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride, u8* destAddr, int dstWidth, int dstHeight, int readStride,
bool toTexture, bool linearFilter) bool toTexture, bool linearFilter)
{ {
@ -265,8 +266,6 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight); glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
PixelShaderCache::SetCurrentShader(shader.glprogid);
// Draw... // Draw...
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1); glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
@ -347,13 +346,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
s32 expandedHeight = (height + blkH) & (~blkH); s32 expandedHeight = (height + blkH) & (~blkH);
float sampleStride = bScaleByHalf ? 2.f : 1.f; float sampleStride = bScaleByHalf ? 2.f : 1.f;
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
(float)Renderer::EFBToScaledX(source.left),
(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride));
TargetRectangle scaledSource; TargetRectangle scaledSource;
scaledSource.top = 0; scaledSource.top = 0;
@ -366,7 +358,23 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format); int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
if(g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
(float)Renderer::EFBToScaledX(source.left),
(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride));
EncodeToRamUsingShader(source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
@ -411,6 +419,11 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW); s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH); s32 expandedHeight = (height + blkH) & (~blkH);
if(g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
float sampleStride = bScaleByHalf ? 2.f : 1.f; float sampleStride = bScaleByHalf ? 2.f : 1.f;
TextureConversionShader::SetShaderParameters((float)expandedWidth, TextureConversionShader::SetShaderParameters((float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this? (float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
@ -430,7 +443,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
int readStride = (expandedWidth * cacheBytes) / int readStride = (expandedWidth * cacheBytes) /
TexDecoder_GetBlockWidthInTexels(format); TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, EncodeToRamUsingShader(source_texture, scaledSource,
dest_ptr, expandedWidth / samples, expandedHeight, readStride, dest_ptr, expandedWidth / samples, expandedHeight, readStride,
true, bScaleByHalf > 0 && !bFromZBuffer); true, bScaleByHalf > 0 && !bFromZBuffer);
@ -451,7 +464,13 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight) void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{ {
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
if(g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);