538 lines
17 KiB
C++
538 lines
17 KiB
C++
// Copyright (C) 2003 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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// Fast image conversion using OpenGL shaders.
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// This kind of stuff would be a LOT nicer with OpenCL.
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#include <math.h>
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#include "TextureConverter.h"
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#include "TextureConversionShader.h"
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#include "TextureCache.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderManager.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "VideoConfig.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "FileUtil.h"
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#include "HW/Memmap.h"
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namespace OGL
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{
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namespace TextureConverter
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{
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using OGL::TextureCache;
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static GLuint s_texConvFrameBuffer = 0;
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static GLuint s_srcTexture = 0; // for decoding from RAM
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static GLuint s_srcTextureWidth = 0;
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static GLuint s_srcTextureHeight = 0;
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static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
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const int renderBufferWidth = 1024;
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const int renderBufferHeight = 1024;
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static FRAGMENTSHADER s_rgbToYuyvProgram;
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static FRAGMENTSHADER s_yuyvToRgbProgram;
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// Output is BGRA because that is slightly faster than RGBA.
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if(g_ActiveConfig.bUseGLSL)
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{
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const char *FProgram =
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"#version 120\n"
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"#ifdef GL_ARB_texture_rectangle\n"
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"#extension GL_ARB_texture_rectangle : require\n"
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"#endif\n"
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"uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
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" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
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" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
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" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
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" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
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" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
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" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" vec3 c01 = (c0 + c1) * 0.5f;\n"
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" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
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}
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else
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{
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
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" float3 c0 = texRECT(samp0, uv0).rgb;\n"
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" float3 c1 = texRECT(samp0, uv1).rgb;\n"
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" float3 y_const = float3(0.257f,0.504f,0.098f);\n"
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" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
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" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
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" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" float3 c01 = (c0 + c1) * 0.5f;\n"
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" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
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}
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}
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void CreateYuyvToRgbProgram()
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{
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if(g_ActiveConfig.bUseGLSL)
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{
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const char *FProgram =
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"#version 120\n"
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"#ifdef GL_ARB_texture_rectangle\n"
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"#extension GL_ARB_texture_rectangle : require\n"
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"#endif\n"
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"uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
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" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
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" float y = mix(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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" float uComp = c0.g - 0.5f;\n"
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" float vComp = c0.a - 0.5f;\n"
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" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
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" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
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" yComp + (2.018f * uComp),\n"
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" 1.0f);\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
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}
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else
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{
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float4 c0 = texRECT(samp0, uv0).rgba;\n"
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" float f = step(0.5, frac(uv0.x));\n"
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" float y = lerp(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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" float uComp = c0.g - 0.5f;\n"
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" float vComp = c0.a - 0.5f;\n"
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" ocol0 = float4(yComp + (1.596f * vComp),\n"
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" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
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" yComp + (2.018f * uComp),\n"
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" 1.0f);\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
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}
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}
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FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
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{
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if (format > NUM_ENCODING_PROGRAMS)
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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}
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if (s_encodingPrograms[format].glprogid == 0)
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{
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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{
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, shader);
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}
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#endif
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if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
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ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
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}
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}
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return s_encodingPrograms[format];
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}
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void Init()
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{
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glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
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s_srcTextureWidth = 0;
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s_srcTextureHeight = 0;
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glGenTextures(1, &s_srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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CreateRgbToYuyvProgram();
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CreateYuyvToRgbProgram();
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}
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void Shutdown()
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{
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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s_rgbToYuyvProgram.Destroy();
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s_yuyvToRgbProgram.Destroy();
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for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
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s_encodingPrograms[i].Destroy();
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s_srcTexture = 0;
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s_dstRenderBuffer = 0;
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s_texConvFrameBuffer = 0;
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}
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void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight, int readStride,
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bool toTexture, bool linearFilter)
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{
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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for (int i = 1; i < 8; ++i)
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TextureCache::DisableStage(i);
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// set source texture
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
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if (linearFilter)
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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GL_REPORT_ERRORD();
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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PixelShaderCache::SetCurrentShader(shader.glprogid);
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// Draw...
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glBegin(GL_QUADS);
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
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glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
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glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
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glEnd();
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GL_REPORT_ERRORD();
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// .. and then read back the results.
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// TODO: make this less slow.
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int writeStride = bpmem.copyMipMapStrideChannels * 32;
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if (writeStride != readStride && toTexture)
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{
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// writing to a texture of a different size
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int readHeight = readStride / dstWidth;
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readHeight /= 4; // 4 bytes per pixel
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int readStart = 0;
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int readLoops = dstHeight / readHeight;
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for (int i = 0; i < readLoops; i++)
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{
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glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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readStart += readHeight;
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destAddr += writeStride;
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}
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}
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else
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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GL_REPORT_ERRORD();
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}
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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{
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u32 format = copyfmt;
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if (bFromZBuffer)
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{
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format |= _GX_TF_ZTF;
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if (copyfmt == 11)
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format = GX_TF_Z16;
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else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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format |= _GX_TF_CTF;
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}
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else
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if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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format |= _GX_TF_CTF;
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FRAGMENTSHADER& texconv_shader = GetOrCreateEncodingShader(format);
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if (texconv_shader.glprogid == 0)
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return;
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u8 *dest_ptr = Memory::GetPointer(address);
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GLuint source_texture = bFromZBuffer ? FramebufferManager::ResolveAndGetDepthTarget(source) : FramebufferManager::ResolveAndGetRenderTarget(source);
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int width = (source.right - source.left) >> bScaleByHalf;
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int height = (source.bottom - source.top) >> bScaleByHalf;
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int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
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// Invalidate any existing texture covering this memory range.
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// TODO - don't delete the texture if it already exists, just replace the contents.
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TextureCache::InvalidateRange(address, size_in_bytes);
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u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
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u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
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u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
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// only copy on cache line boundaries
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// extra pixels are copied but not displayed in the resulting texture
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s32 expandedWidth = (width + blkW) & (~blkW);
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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TextureConversionShader::SetShaderParameters(
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(float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)Renderer::EFBToScaledX(source.left),
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(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
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Renderer::EFBToScaledXf(sampleStride),
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Renderer::EFBToScaledYf(sampleStride));
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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scaledSource.bottom = expandedHeight;
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scaledSource.left = 0;
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scaledSource.right = expandedWidth / samples;
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int cacheBytes = 32;
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if ((format & 0x0f) == 6)
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cacheBytes = 64;
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int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
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g_renderer->ResetAPIState();
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
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FramebufferManager::SetFramebuffer(0);
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VertexShaderManager::SetViewportChanged();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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GL_REPORT_ERRORD();
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}
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u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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{
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u32 format = copyfmt;
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if (bFromZBuffer)
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{
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format |= _GX_TF_ZTF;
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if (copyfmt == 11)
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format = GX_TF_Z16;
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else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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format |= _GX_TF_CTF;
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}
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else
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if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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format |= _GX_TF_CTF;
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FRAGMENTSHADER& texconv_shader = GetOrCreateEncodingShader(format);
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if (texconv_shader.glprogid == 0)
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return 0;
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u8 *dest_ptr = Memory::GetPointer(address);
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int width = (source.right - source.left) >> bScaleByHalf;
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int height = (source.bottom - source.top) >> bScaleByHalf;
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int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
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u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
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u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
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u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
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// only copy on cache line boundaries
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// extra pixels are copied but not displayed in the resulting texture
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s32 expandedWidth = (width + blkW) & (~blkW);
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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TextureConversionShader::SetShaderParameters((float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)Renderer::EFBToScaledX(source.left),
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(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
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Renderer::EFBToScaledXf(sampleStride),
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Renderer::EFBToScaledYf(sampleStride));
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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scaledSource.bottom = expandedHeight;
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scaledSource.left = 0;
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scaledSource.right = expandedWidth / samples;
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int cacheBytes = 32;
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if ((format & 0x0f) == 6)
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cacheBytes = 64;
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int readStride = (expandedWidth * cacheBytes) /
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TexDecoder_GetBlockWidthInTexels(format);
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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true, bScaleByHalf > 0 && !bFromZBuffer);
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u64 hash = GetHash64(dest_ptr, size_in_bytes,
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g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (g_ActiveConfig.bEFBCopyCacheEnable)
|
|
{
|
|
// If the texture in RAM is already in the texture cache,
|
|
// do not copy it again as it has not changed.
|
|
if (TextureCache::Find(address, hash))
|
|
return hash;
|
|
}
|
|
|
|
TextureCache::MakeRangeDynamic(address,size_in_bytes);
|
|
return hash;
|
|
}
|
|
|
|
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
|
|
{
|
|
g_renderer->ResetAPIState();
|
|
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
|
FramebufferManager::SetFramebuffer(0);
|
|
VertexShaderManager::SetViewportChanged();
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
TextureCache::DisableStage(0);
|
|
g_renderer->RestoreAPIState();
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
|
|
// Should be scale free.
|
|
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
|
|
{
|
|
u8* srcAddr = Memory::GetPointer(xfbAddr);
|
|
if (!srcAddr)
|
|
{
|
|
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
|
|
return;
|
|
}
|
|
|
|
int srcFmtWidth = srcWidth / 2;
|
|
|
|
g_renderer->ResetAPIState(); // reset any game specific settings
|
|
|
|
// switch to texture converter frame buffer
|
|
// attach destTexture as color destination
|
|
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
|
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
for (int i = 1; i < 8; ++i)
|
|
TextureCache::DisableStage(i);
|
|
|
|
// activate source texture
|
|
// set srcAddr as data for source texture
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
|
|
|
|
// TODO: make this less slow. (How?)
|
|
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
|
|
{
|
|
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
|
}
|
|
else
|
|
{
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
|
|
0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
|
s_srcTextureWidth = (GLsizei)srcFmtWidth;
|
|
s_srcTextureHeight = (GLsizei)srcHeight;
|
|
}
|
|
|
|
glViewport(0, 0, srcWidth, srcHeight);
|
|
|
|
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
|
|
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
|
|
glTexCoord2f(0, 0); glVertex2f(-1,1);
|
|
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
|
|
glEnd();
|
|
|
|
// reset state
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
|
TextureCache::DisableStage(0);
|
|
|
|
VertexShaderManager::SetViewportChanged();
|
|
|
|
FramebufferManager::SetFramebuffer(0);
|
|
|
|
g_renderer->RestoreAPIState();
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
} // namespace
|
|
|
|
} // namespace OGL
|