// 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 #include "Globals.h" #include "CommonPaths.h" #include "StringUtil.h" #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 "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" u8 *TextureMngr::temp = NULL; TextureMngr::TexCache TextureMngr::textures; std::map TextureMngr::mapDepthTargets; int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled; extern int frameCount; static u32 s_TempFramebuffer = 0; #define TEMP_SIZE (1024*1024*4) #define TEXTURE_KILL_THRESHOLD 200 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 }; 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]); } void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode) { mode = newmode; if (isNonPow2) { // 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\n"); if (newmode.wrap_s == 1 || newmode.wrap_t == 1) DEBUG_LOG(VIDEO, "cannot support repeat mode\n"); } 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); nTex2DEnabled = nTexRECTEnabled = 0; TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter); } void TextureMngr::Invalidate(bool shutdown) { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter) iter->second.Destroy(shutdown); textures.clear(); } void TextureMngr::Shutdown() { Invalidate(true); std::map::iterator itdepth = mapDepthTargets.begin(); for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) { glDeleteRenderbuffersEXT(1, &itdepth->second.targ); } mapDepthTargets.clear(); if (s_TempFramebuffer) { glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); s_TempFramebuffer = 0; } FreeMemoryPages(temp, TEMP_SIZE); temp = NULL; } 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); #ifdef _WIN32 iter = textures.erase(iter); #else textures.erase(iter++); #endif } else { iter->second.Destroy(false); #ifdef _WIN32 iter = textures.erase(iter); #else textures.erase(iter++); #endif } } else iter++; } std::map::iterator itdepth = mapDepthTargets.begin(); while (itdepth != mapDepthTargets.end()) { if (frameCount > 20 + itdepth->second.framecount) { #ifdef _WIN32 itdepth = mapDepthTargets.erase(itdepth); #else mapDepthTargets.erase(itdepth++); #endif } else ++itdepth; } } TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int 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 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 bs = TexDecoder_GetBlockWidthInTexels(format) - 1; int expandedWidth = (width + bs) & (~bs); u32 hash_value; u32 texID = address; if (g_Config.bSafeTextureCache) { hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, format, 0); // remove last arg if ((format == GX_TF_C4) || (format == GX_TF_C8) || (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. //texID ^= TexDecoder_GetTlutHash(&texMem[tlutaddr], TexDecoder_GetPaletteSize(format)); // 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. texID ^= TexDecoder_GetTlutHash(&texMem[tlutaddr], (format == GX_TF_C4) ? 32 : 128); //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.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D); // entry.isNonPow2 ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage); glBindTexture(entry.isNonPow2 ? 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, 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 && format == entry.fmt) { glBindTexture(entry.isNonPow2 ? 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); } } } PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, format, tlutaddr, tlutfmt); //Make an entry in the table TCacheEntry& entry = textures[texID]; 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, format, entry.hash, width, height); entry.addr = address; entry.isRenderTarget = false; entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1))); GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D; if (!skip_texture_create) { glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(target, entry.texture); } 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_I8: gl_format = GL_LUMINANCE; gl_iformat = GL_INTENSITY; 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.isNonPow2 && ((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); entry.frameCount = frameCount; entry.w = width; entry.h = height; entry.fmt = format; entry.SetTextureParameters(tm0); if (g_Config.bDumpTextures) // dump texture to file { static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%s/txt_%04i_%i.tga", FULL_DUMP_TEXTURES_DIR, counter++, format); SaveTexture(szTemp,target, entry.texture, width, height); } INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive, textures.size()); return &entry; } void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle &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\n", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt); TCacheEntry& entry = textures[address]; entry.isNonPow2 = true; 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); bool bReInit = true; if (entry.w == w && entry.h == h) { glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture); // for some reason mario sunshine errors here... GLenum err = GL_NO_ERROR; GL_REPORT_ERROR(); if (err == GL_NO_ERROR) bReInit = false; } if (bReInit) { // necessary, for some reason opengl gives errors when texture isn't deleted 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.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 //? case 11: // Z16 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 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\n", 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\n", 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\n", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } // if (bCopyToTarget) { // _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT); // glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // GL_REPORT_ERRORD(); // glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top); // entry.isUpsideDown = true; // note that the copy is upside down!! // GL_REPORT_ERRORD(); // return; // } Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal 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); Renderer::SetRenderTarget(entry.texture); GL_REPORT_ERRORD(); // create and attach the render target std::map::iterator itdepth = mapDepthTargets.find((h << 16) | w); if (itdepth == mapDepthTargets.end()) { DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w]; depth.framecount = frameCount; glGenRenderbuffersEXT(1, &depth.targ); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, w, h); GL_REPORT_ERRORD(); Renderer::SetDepthTarget(depth.targ); GL_REPORT_ERRORD(); } else { itdepth->second.framecount = frameCount; Renderer::SetDepthTarget(itdepth->second.targ); GL_REPORT_ERRORD(); } glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, (bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect))); TextureMngr::EnableTexRECT(0); glViewport(0, 0, w, h); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, PixelShaderCache::GetColorMatrixProgram()); PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation GL_REPORT_ERRORD(); // Get Target X, Y float MValueX = Renderer::GetTargetScaleX(); float MValueY = Renderer::GetTargetScaleY(); glBegin(GL_QUADS); glTexCoord2f((float)source_rect.left * MValueX, Renderer::GetTargetHeight()-(float)source_rect.bottom * MValueY); glVertex2f(-1, 1); glTexCoord2f((float)source_rect.left * MValueX, Renderer::GetTargetHeight()-(float)source_rect.top * MValueY); glVertex2f(-1, -1); glTexCoord2f((float)source_rect.right * MValueX, Renderer::GetTargetHeight()-(float)source_rect.top * MValueY); glVertex2f( 1, -1); glTexCoord2f((float)source_rect.right * MValueX, Renderer::GetTargetHeight()-(float)source_rect.bottom * MValueY); glVertex2f( 1, 1); glEnd(); GL_REPORT_ERRORD(); Renderer::SetFramebuffer(0); Renderer::RestoreGLState(); VertexShaderManager::SetViewportChanged(); TextureMngr::DisableStage(0); if (bFromZBuffer) Renderer::SetZBufferRender(); // notify for future settings 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); //TODO: Fix this //SaveTexture(StringFromFormat("%s/efb_tex_%i.tga", FULL_DUMP_TEXTURES_DIR, --count).c_str(), GL_TEXTURE_RECTANGLE_ARB, // bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect), // Renderer::GetTargetWidth() * 2, Renderer::GetTargetHeight() * 2); } } void TextureMngr::EnableTex2D(int stage) { if (nTexRECTEnabled & (1<second.isRenderTarget = false; }