// Copyright (C) 2003-2009 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 #include "Globals.h" #include "CommonPaths.h" #include "StringUtil.h" #include #ifdef _WIN32 #define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set #define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset #define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64 #define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64 #include #undef _interlockedbittestandset #undef _interlockedbittestandreset #undef _interlockedbittestandset64 #undef _interlockedbittestandreset64 #endif #include "Config.h" #include "Hash.h" #include "Statistics.h" #include "Profiler.h" #include "ImageWrite.h" #include "Render.h" #include "MemoryUtil.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "TextureMngr.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "FileUtil.h" #include "HiresTextures.h" #include "../../../Core/Core/Src/ConfigManager.h" // FIXME u8 *TextureMngr::temp = NULL; TextureMngr::TexCache TextureMngr::textures; extern int frameCount; static u32 s_TempFramebuffer = 0; #define TEMP_SIZE (1024*1024*4) #define TEXTURE_KILL_THRESHOLD 200 static const GLint c_MinLinearFilter[8] = { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, }; static const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT, }; bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height) { std::vector data(width * height); glBindTexture(textarget, tex); glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]); GLenum err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err)); return false; } return SaveTGA(filename, width, height, &data[0]); } bool TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size) { if (addr + size_in_bytes < range_address) return false; if (addr >= range_address + range_size) return false; return true; } void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode) { mode = newmode; if (isRectangle) { // very limited! glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST); if (newmode.wrap_s == 2 || newmode.wrap_t == 2) DEBUG_LOG(VIDEO, "cannot support mirrorred repeat mode"); if (newmode.wrap_s == 1 || newmode.wrap_t == 1) DEBUG_LOG(VIDEO, "cannot support repeat mode"); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST); if (bHaveMipMaps) { int filt = newmode.min_filter; if (g_Config.bForceFiltering && newmode.min_filter < 4) newmode.min_filter += 4; // take equivalent forced linear glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]); } else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]); } if (g_Config.iMaxAnisotropy >= 1) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_Config.iMaxAnisotropy)); } void TextureMngr::TCacheEntry::Destroy(bool shutdown) { if (!texture) return; glDeleteTextures(1, &texture); if (!isRenderTarget && !shutdown && !g_Config.bSafeTextureCache) { u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr + hashoffset * 4); if (ptr && *ptr == hash) *ptr = oldpixel; } texture = 0; } void TextureMngr::Init() { temp = (u8*)AllocateMemoryPages(TEMP_SIZE); TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter); HiresTextures::Init(((struct SConfig *)globals->config)->m_LocalCoreStartupParameter.GetUniqueID().c_str()); } void TextureMngr::Invalidate(bool shutdown) { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter) iter->second.Destroy(shutdown); textures.clear(); HiresTextures::Shutdown(); } void TextureMngr::Shutdown() { Invalidate(true); if (s_TempFramebuffer) { glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); s_TempFramebuffer = 0; } FreeMemoryPages(temp, TEMP_SIZE); temp = NULL; } #ifdef _WIN32 #define ERASE_THROUGH_ITERATOR(container, iterator) iterator = container.erase(iterator) #else #define ERASE_THROUGH_ITERATOR(container, iterator) container.erase(iterator++) #endif void TextureMngr::ProgressiveCleanup() { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount) { if (!iter->second.isRenderTarget) { iter->second.Destroy(false); ERASE_THROUGH_ITERATOR(textures, iter); } else { iter->second.Destroy(false); ERASE_THROUGH_ITERATOR(textures, iter); } } else iter++; } } void TextureMngr::InvalidateRange(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (iter->second.IntersectsMemoryRange(start_address, size)) { iter->second.Destroy(false); ERASE_THROUGH_ITERATOR(textures, iter); } else { ++iter; } } } TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt) { // notes (about "UNsafe texture cache"): // Have to be removed soon. // But we keep it until the "safe" way became rock solid // pros: it has an unique ID held by the texture data itself (@address) once cached. // cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly // notes (about "safe texture cache"): // Metroids text issue (character table): // Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs). // That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2). // And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but // have to be a real unique ID. // DONE but not satifiying yet -> may break copyEFBToTexture sometimes. // Pokemon Colosseum text issue (plain text): // Use a GX_TF_I4 512x512 text-flush-texture at a const address. // The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only) // so lot's of remaning old text. Thin white chars on black bg too. // TODO: - clean this up when ready to kill old "unsafe texture cache" // - fix the key index situation with CopyRenderTargetToTexture. // Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt. // Wonder if we can't use tex width&height to know if EFB might be copied to it... // raw idea: TOCHECK if addresses are aligned we have few bits left... if (address == 0) return NULL; TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3]; u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address); int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; int expandedWidth = (width + bsw) & (~bsw); int expandedHeight = (height + bsh) & (~bsh); u32 hash_value; u32 texID = address; u32 texHash; if (g_Config.bSafeTextureCache || g_Config.bHiresTextures || g_Config.bDumpTextures) { texHash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0); // remove last arg if (g_Config.bSafeTextureCache) hash_value = texHash; if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) { // WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up) // tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower. // This trick (to change the texID depending on the TLUT addr) is a trick to get around // an issue with metroid prime's fonts, where it has multiple sets of fonts on top of // each other stored in a single texture, and uses the palette to make different characters // visible or invisible. Thus, unless we want to recreate the textures for every drawn character, // we must make sure that texture with different tluts get different IDs. u32 tlutHash = TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128); texHash ^= tlutHash; if (g_Config.bSafeTextureCache) texID ^= tlutHash; //DebugLog("addr: %08x | texID: %08x | texHash: %08x", address, texID, hash_value); } } bool skip_texture_create = false; TexCache::iterator iter = textures.find(texID); if (iter != textures.end()) { TCacheEntry &entry = iter->second; if (!g_Config.bSafeTextureCache) hash_value = ((u32 *)ptr)[entry.hashoffset]; if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash))) { entry.frameCount = frameCount; glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D); // entry.isRectangle ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage); glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture); if (entry.mode.hex != tm0.hex) entry.SetTextureParameters(tm0); //DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U' // , address, tex_format, entry.hash, width, height); return &entry; } else { // Let's reload the new texture data into the same texture, // instead of destroying it and having to create a new one. // Might speed up movie playback very, very slightly. if (width == entry.w && height == entry.h && tex_format == entry.fmt) { glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture); if (entry.mode.hex != tm0.hex) entry.SetTextureParameters(tm0); skip_texture_create = true; } else { entry.Destroy(false); textures.erase(iter); } } } //Make an entry in the table TCacheEntry& entry = textures[texID]; PC_TexFormat dfmt = PC_TEX_FMT_NONE; if (g_Config.bHiresTextures) { //Load Custom textures char texPathTemp[MAX_PATH]; int oldWidth = width; int oldHeight = height; sprintf(texPathTemp, "%s_%08x_%i", ((struct SConfig *)globals->config)->m_LocalCoreStartupParameter.GetUniqueID().c_str(), texHash, tex_format); dfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp); if (dfmt != PC_TEX_FMT_NONE) { expandedWidth = width; expandedHeight = height; entry.scaleX = (float) width / oldWidth; entry.scaleY = (float) height / oldHeight; } } if (dfmt == PC_TEX_FMT_NONE) dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt); entry.hashoffset = 0; //entry.paletteHash = hashseed; entry.oldpixel = ((u32 *)ptr)[entry.hashoffset]; if (g_Config.bSafeTextureCache) entry.hash = hash_value; else { entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF); ((u32 *)ptr)[entry.hashoffset] = entry.hash; } //DebugLog("%c addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U' // , address, tex_format, entry.hash, width, height); entry.addr = address; entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format); entry.isRenderTarget = false; // For static textures, we use NPOT. entry.isRectangle = false; // old code: entry.isRectangle = ((width & (width - 1)) || (height & (height - 1))); GLenum target = entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D; if (!skip_texture_create) { glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(target, entry.texture); } if (dfmt != PC_TEX_FMT_DXT1) { if (expandedWidth != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth); int gl_format; int gl_iformat; int gl_type; switch (dfmt) { default: case PC_TEX_FMT_NONE: PanicAlert("Invalid PC texture format %i", dfmt); case PC_TEX_FMT_BGRA32: gl_format = GL_BGRA; gl_iformat = 4; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_RGBA32: gl_format = GL_RGBA; gl_iformat = 4; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_I4_AS_I8: gl_format = GL_LUMINANCE; gl_iformat = GL_INTENSITY4; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_IA4_AS_IA8: gl_format = GL_LUMINANCE_ALPHA; gl_iformat = GL_LUMINANCE4_ALPHA4; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_I8: gl_format = GL_LUMINANCE; gl_iformat = GL_INTENSITY8; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_IA8: gl_format = GL_LUMINANCE_ALPHA; gl_iformat = GL_LUMINANCE8_ALPHA8; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_RGB565: gl_format = GL_RGB; gl_iformat = GL_RGB; gl_type = GL_UNSIGNED_SHORT_5_6_5; break; } if (!entry.isRectangle && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) { glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); entry.bHaveMipMaps = true; } else glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp); if (expandedWidth != width) // reset glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { glCompressedTexImage2D(target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, expandedWidth, expandedHeight, 0, expandedWidth*expandedHeight/2, temp); } entry.frameCount = frameCount; entry.w = width; entry.h = height; entry.fmt = tex_format; entry.SetTextureParameters(tm0); if (g_Config.bDumpTextures) // dump texture to file { char szTemp[MAX_PATH]; char szDir[MAX_PATH]; bool bCheckedDumpDir = false; sprintf(szDir,"%s/%s",FULL_DUMP_TEXTURES_DIR,((struct SConfig *)globals->config)->m_LocalCoreStartupParameter.GetUniqueID().c_str()); if(!bCheckedDumpDir) { if (!File::Exists(szDir) || !File::IsDirectory(szDir)) File::CreateDir(szDir); bCheckedDumpDir = true; } sprintf(szTemp, "%s/%s_%08x_%i.tga",szDir, ((struct SConfig *)globals->config)->m_LocalCoreStartupParameter.GetUniqueID().c_str(), texHash, tex_format); if (!File::Exists(szTemp)) { SaveTexture(szTemp, target, entry.texture, expandedWidth, expandedHeight); } } INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive, textures.size()); return &entry; } void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect) { DVSTARTPROFILE(); GL_REPORT_ERRORD(); // for intensity values, use Y of YUV format! // for all purposes, treat 4bit equivalents as 8bit (probably just used for compression) // RGBA8 - RGBA8 // RGB565 - RGB565 // RGB5A3 - RGB5A3 // I4,R4,Z4 - I4 // IA4,RA4 - IA4 // Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8 // Z16,GB8,RG8,Z16L,IA8,RA8 - IA8 bool bIsInit = textures.find(address) != textures.end(); PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt); TCacheEntry& entry = textures[address]; entry.hash = 0; entry.hashoffset = 0; entry.frameCount = frameCount; int mult = bScaleByHalf ? 2 : 1; int w = (abs(source_rect.GetWidth()) / mult); int h = (abs(source_rect.GetHeight()) / mult); GL_REPORT_ERRORD(); if (!bIsInit) { glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GL_REPORT_ERRORD(); } else { _assert_(entry.texture); GL_REPORT_ERROR(); if (entry.w == w && entry.h == h && entry.isRectangle) { glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture); // for some reason mario sunshine errors here... // Beyond Good and Evil does too, occasionally. GL_REPORT_ERROR(); } else { // Delete existing texture. glDeleteTextures(1,(GLuint *)&entry.texture); glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GL_REPORT_ERRORD(); } } if (!bIsInit || !entry.isRenderTarget) { glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (glGetError() != GL_NO_ERROR) { glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERRORD(); } } entry.w = w; entry.h = h; entry.isRectangle = true; entry.isRenderTarget = true; entry.fmt = copyfmt; float colmat[16]; float fConstAdd[4] = {0}; memset(colmat, 0, sizeof(colmat)); if (bFromZBuffer) { switch(copyfmt) { case 0: // Z4 case 1: // Z8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1; break; case 3: // Z16 //? colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; case 11: // Z16 (reverse order) colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1; break; case 6: // Z24X8 colmat[0] = 1; colmat[5] = 1; colmat[10] = 1; break; case 9: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1; break; case 10: // Z8L colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 12: // Z16L colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else if (bIsIntensityFmt) { fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; switch (copyfmt) { case 0: // I4 case 1: // I8 case 2: // IA4 case 3: // IA8 // TODO - verify these coefficients colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if (copyfmt < 2) { fConstAdd[3] = 16.0f / 255.0f; colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; } else// alpha colmat[15] = 1; break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else { switch (copyfmt) { case 0: // R4 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 2: // RA4 case 3: // RA8 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1; break; case 7: // A8 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1; break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; break; case 4: // RGB565 colmat[0] = colmat[5] = colmat[10] = 1; fConstAdd[3] = 1; // set alpha to 1 break; case 5: // RGB5A3 case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } // Make sure to resolve anything we need to read from. // TODO - it seems that it sometimes doesn't resolve the entire area we are interested in. See shadows in Burnout 2. GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect); GL_REPORT_ERRORD(); // We have to run a pixel shader, for color conversion. Renderer::ResetGLState(); // reset any game specific settings if (s_TempFramebuffer == 0) glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); Renderer::SetFramebuffer(s_TempFramebuffer); // Bind texture to temporary framebuffer glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, entry.texture, 0); GL_REPORT_FBO_ERROR(); GL_REPORT_ERRORD(); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_RECTANGLE_ARB); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture); glViewport(0, 0, w, h); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram()); PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation GL_REPORT_ERRORD(); TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect); glBegin(GL_QUADS); glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1); glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1); glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1); glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1); glEnd(); GL_REPORT_ERRORD(); // Unbind texture from temporary framebuffer glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); // Return to the EFB. Renderer::SetFramebuffer(0); Renderer::RestoreGLState(); VertexShaderManager::SetViewportChanged(); TextureMngr::DisableStage(0); GL_REPORT_ERRORD(); if (g_Config.bDumpEFBTarget) { static int count = 0; SaveTexture(StringFromFormat("%s/efb_frame_%i.tga", FULL_DUMP_TEXTURES_DIR, count++).c_str(), GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h); } } void TextureMngr::DisableStage(int stage) { glActiveTexture(GL_TEXTURE0 + stage); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); } void TextureMngr::ClearRenderTargets() { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++) iter->second.isRenderTarget = false; }