// 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 = (char *) "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 = (char *) "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, (GLsizei)dstFmtWidth, (GLsizei)dstHeight); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid); glBegin(GL_QUADS); glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1); glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1); glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1); glTexCoord2f((float)sourceRc.right, (float)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(); } }