589 lines
20 KiB
C++
589 lines
20 KiB
C++
// Copyright (C) 2003-2008 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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#ifdef _WIN32
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#include <intrin.h>
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#endif
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#include "Globals.h"
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#include "Render.h"
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#include "MemoryUtil.h"
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#include "BPStructs.h"
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#include "TextureDecoder.h"
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#include "TextureMngr.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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u8 *TextureMngr::temp = NULL;
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TextureMngr::TexCache TextureMngr::textures;
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std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
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int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled;
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extern int frameCount;
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static u32 s_TempFramebuffer = 0;
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#define TEMP_SIZE (1024*1024*4)
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const GLint c_MinLinearFilter[8] = {
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GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
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GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR};
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const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT };
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void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode)
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{
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mode = newmode;
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if( isNonPow2 ) {
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// very limited!
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
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if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) {
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DEBUG_LOG("cannot support mirrorred repeat mode\n");
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}
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
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if( bHaveMipMaps ) {
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int filt = newmode.min_filter;
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if( g_Config.bForceFiltering && newmode.min_filter < 4 )
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newmode.min_filter += 4; // take equivalent forced linear
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
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}
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
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}
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if (g_Config.bForceMaxAniso)
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{
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// not used for now, check out GL_EXT_texture_filter_anisotropic
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}
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}
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void TextureMngr::TCacheEntry::Destroy()
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{
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SAFE_RELEASE_TEX(texture);
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}
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void TextureMngr::Init()
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{
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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nTex2DEnabled = nTexRECTEnabled = 0;
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}
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void TextureMngr::Invalidate()
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{
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TexCache::iterator iter = textures.begin();
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for (;iter!=textures.end();iter++)
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iter->second.Destroy();
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textures.clear();
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}
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void TextureMngr::Shutdown()
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{
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Invalidate();
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std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
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for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) {
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glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
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}
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mapDepthTargets.clear();
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if( s_TempFramebuffer ) {
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glDeleteFramebuffersEXT(1, &s_TempFramebuffer);
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s_TempFramebuffer = 0;
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}
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FreeMemoryPages(temp, TEMP_SIZE);
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temp = NULL;
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}
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void TextureMngr::Cleanup()
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{
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TexCache::iterator iter = textures.begin();
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while(iter!=textures.end()) {
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if (frameCount > 20 + iter->second.frameCount) {
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if (!iter->second.isRenderTarget) {
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u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(iter->second.addr + iter->second.hashoffset*4);
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if (*ptr == iter->second.hash)
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*ptr = iter->second.oldpixel;
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iter->second.Destroy();
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#ifdef _WIN32
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iter = textures.erase(iter);
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#else
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textures.erase(iter++);
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#endif
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}
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else {
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iter->second.Destroy();
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#ifdef _WIN32
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iter = textures.erase(iter);
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#else
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textures.erase(iter++);
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#endif
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}
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}
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else
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iter++;
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}
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std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
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while(itdepth != mapDepthTargets.end()) {
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if( frameCount > 20 + itdepth->second.framecount) {
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#ifdef _WIN32
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itdepth = mapDepthTargets.erase(itdepth);
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#else
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mapDepthTargets.erase(itdepth++);
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#endif
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}
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else ++itdepth;
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}
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}
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#ifndef _WIN32
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inline u32 _rotl(u32 x, int shift) {
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return (x << shift) | (x >> (32 - shift));
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}
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#endif
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TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
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{
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if (address == 0 )
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return NULL;
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TexCache::iterator iter = textures.find(address);
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TexMode0 &tm0 = bpmem.tex[texstage>3].texMode0[texstage&3];
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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int palSize = TexDecoder_GetPaletteSize(format);
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u32 palhash = 0xc0debabe;
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if (palSize) {
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if (palSize>16)
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palSize = 16; //let's not do excessive amount of checking
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u8 *pal = g_VideoInitialize.pGetMemoryPointer(tlutaddr);
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if (pal != 0) {
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for (int i=0; i<palSize; i++) {
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palhash = _rotl(palhash,13);
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palhash ^= pal[i];
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palhash += 31;
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}
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}
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}
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if (iter != textures.end()) {
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TCacheEntry &entry = iter->second;
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if( entry.isRenderTarget || ((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash) { //stupid, improve
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entry.frameCount = frameCount;
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
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glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D, entry.texture);
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if (entry.mode.hex != tm0.hex)
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entry.SetTextureParameters(tm0);
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return &entry;
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}
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else
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{
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// can potentially do some caching
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//TCacheEntry &entry = entry;
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/*if (width == entry.w && height==entry.h && format==entry.fmt)
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{
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LPDIRECT3DTEXTURE9 tex = entry.texture;
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int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
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int expandedWidth = (width+bs) & (~bs);
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D3DFORMAT dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
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ReplaceTexture2D(tex,temp,width,height,expandedWidth,dfmt);
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dev->SetTexture(texstage, stage,tex);
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return;
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}
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else
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{*/
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entry.Destroy();
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textures.erase(iter);
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//}
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}
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}
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int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
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int expandedWidth = (width+bs) & (~bs);
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PC_TexFormat dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
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//Make an entry in the table
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TCacheEntry& entry = textures[address];
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entry.hashoffset = 0;
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entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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entry.paletteHash = palhash;
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entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
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((u32 *)ptr)[entry.hashoffset] = entry.hash;
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entry.addr = address;
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entry.isRenderTarget=false;
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entry.isNonPow2 = ((width&(width-1)) || (height&(height-1)));
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glGenTextures(1, &entry.texture);
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GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D;
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glBindTexture(target, entry.texture);
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if (expandedWidth != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
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int gl_format;
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int gl_type;
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switch (dfmt) {
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case PC_TEX_FMT_NONE:
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PanicAlert("Invalid PC texture format %i", dfmt);
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case PC_TEX_FMT_BGRA32:
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gl_format = GL_BGRA;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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}
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if( !entry.isNonPow2 && ((tm0.min_filter&3)==1||(tm0.min_filter&3)==2) ) {
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
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entry.bHaveMipMaps = true;
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}
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else
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glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp);
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if (expandedWidth != width) // reset
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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entry.frameCount = frameCount;
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entry.w=width;
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entry.h=height;
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entry.fmt=format;
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entry.SetTextureParameters(tm0);
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if (g_Config.bDumpTextures) { // dump texture to file
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/txt_%04i_%i.tga", g_Config.texDumpPath, counter++, format);
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SaveTexture(szTemp,target, entry.texture, width, height);
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}
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive,textures.size());
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
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//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
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return &entry;
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}
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void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, TRectangle *source)
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{
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DVSTARTPROFILE();
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GL_REPORT_ERRORD();
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// for intensity values, use Y of YUV format!
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// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
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// RGBA8 - RGBA8
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// RGB565 - RGB565
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// RGB5A3 - RGB5A3
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// I4,R4,Z4 - I4
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// IA4,RA4 - IA4
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// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
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// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
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bool bIsInit = textures.find(address) != textures.end();
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PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer,(int)bIsIntensityFmt,copyfmt);
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TCacheEntry& entry = textures[address];
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entry.isNonPow2 = true;
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entry.hash = 0;
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entry.hashoffset = 0;
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entry.frameCount = frameCount;
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int mult = bScaleByHalf?2:1;
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int w = (abs(source->right-source->left)/mult+7)&~7;
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int h = (abs(source->bottom-source->top)/mult+7)&~7;
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GL_REPORT_ERRORD();
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if( !bIsInit ) {
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glGenTextures(1, &entry.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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GL_REPORT_ERRORD();
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}
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else {
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_assert_(entry.texture);
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bool bReInit = true;
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if( entry.w == w && entry.h == h ) {
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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// for some reason mario sunshine errors here...
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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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if( err == GL_NO_ERROR )
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bReInit = false;
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}
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if( bReInit ) {
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// necessary, for some reason opengl gives errors when texture isn't deleted
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glDeleteTextures(1,&entry.texture);
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glGenTextures(1, &entry.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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GL_REPORT_ERRORD();
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}
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}
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if( !bIsInit || !entry.isRenderTarget ) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if( glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERRORD();
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}
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}
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entry.w = w;
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entry.h = h;
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entry.isRenderTarget=true;
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entry.fmt = copyfmt;
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float colmat[16];
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float fConstAdd[4] = {0};
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memset(colmat, 0, sizeof(colmat));
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if( bFromZBuffer ) {
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switch(copyfmt) {
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case 0: // Z4
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case 1: // Z8
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
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break;
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case 3: // Z16 //?
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case 11: // Z16
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
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break;
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case 6: // Z24X8
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colmat[0] = 1;
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colmat[5] = 1;
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colmat[10] = 1;
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break;
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case 9: // Z8M
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
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break;
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case 10: // Z8L
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
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break;
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case 12: // Z16L
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
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break;
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default:
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ERROR_LOG("Unknown copy zbuf format: 0x%x\n", copyfmt);
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
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break;
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}
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}
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else if( bIsIntensityFmt ) {
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fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
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switch(copyfmt) {
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case 0: // I4
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case 1: // I8
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case 2: // IA4
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case 3: // IA8
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colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
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colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
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colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
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if( copyfmt < 2 ) {
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fConstAdd[3] = 16.0f/255.0f;
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colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
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}
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else { // alpha
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colmat[15] = 1;
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}
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break;
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default:
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ERROR_LOG("Unknown copy intensity format: 0x%x\n", copyfmt);
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
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break;
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}
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}
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else {
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switch(copyfmt) {
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case 0: // R4
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case 8: // R8
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
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break;
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case 2: // RA4
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case 3: // RA8
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colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
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break;
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case 7: // A8
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
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break;
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case 9: // G8
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
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break;
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case 10: // B8
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
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break;
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case 11: // RG8
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
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break;
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case 12: // GB8
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
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break;
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case 4: // RGB565
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colmat[0] = colmat[5] = colmat[10] = 1;
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fConstAdd[3] = 1; // set alpha to 1
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break;
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case 5: // RGB5A3
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case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG("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_NV, 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();
|
|
|
|
// have to run a pixel shader
|
|
|
|
Renderer::ResetGLState(); // reset any game specific settings
|
|
|
|
if( s_TempFramebuffer == 0 )
|
|
glGenFramebuffersEXT( 1, &s_TempFramebuffer);
|
|
|
|
Renderer::SetFramebuffer(s_TempFramebuffer);
|
|
Renderer::SetRenderTarget(entry.texture);
|
|
GL_REPORT_ERRORD();
|
|
|
|
// create and attach the render target
|
|
std::map<u32, DEPTHTARGET>::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/*GL_DEPTH24_STENCIL8_EXT*/, 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_NV, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
|
|
TextureMngr::EnableTexRECT(0);
|
|
|
|
glViewport(0, 0, w, h);
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderMngr::GetColorMatrixProgram());
|
|
PixelShaderMngr::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(-1,1);
|
|
glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(-1,-1);
|
|
glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(1,-1);
|
|
glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(1,1);
|
|
glEnd();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
Renderer::SetFramebuffer(0);
|
|
Renderer::RestoreGLState();
|
|
VertexShaderMngr::SetViewportChanged();
|
|
|
|
TextureMngr::DisableStage(0);
|
|
|
|
if( bFromZBuffer )
|
|
Renderer::SetZBufferRender(); // notify for future settings
|
|
|
|
GL_REPORT_ERRORD();
|
|
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_NV, entry.texture, entry.w, entry.h);
|
|
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
|
|
}
|
|
|
|
void TextureMngr::EnableTex2D(int stage)
|
|
{
|
|
if( !(nTex2DEnabled & (1<<stage)) ) {
|
|
nTex2DEnabled |= (1<<stage);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
if( nTexRECTEnabled & (1<<stage) ) {
|
|
nTexRECTEnabled &= ~(1<<stage);
|
|
glDisable(GL_TEXTURE_RECTANGLE_NV);
|
|
}
|
|
}
|
|
|
|
void TextureMngr::EnableTexRECT(int stage)
|
|
{
|
|
if( (nTex2DEnabled & (1<<stage)) ) {
|
|
nTex2DEnabled &= ~(1<<stage);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
if( !(nTexRECTEnabled & (1<<stage)) ) {
|
|
nTexRECTEnabled |= (1<<stage);
|
|
glEnable(GL_TEXTURE_RECTANGLE_NV);
|
|
}
|
|
}
|
|
|
|
void TextureMngr::DisableStage(int stage)
|
|
{
|
|
bool bset = false;
|
|
if( nTex2DEnabled & (1<<stage) ) {
|
|
nTex2DEnabled &= ~(1<<stage);
|
|
glActiveTexture(GL_TEXTURE0+stage);
|
|
glDisable(GL_TEXTURE_2D);
|
|
bset = true;
|
|
}
|
|
if( nTexRECTEnabled & (1<<stage) ) {
|
|
nTexRECTEnabled &= ~(1<<stage);
|
|
if( !bset ) glActiveTexture(GL_TEXTURE0+stage);
|
|
glDisable(GL_TEXTURE_RECTANGLE_NV);
|
|
}
|
|
}
|