560 lines
16 KiB
C++
560 lines
16 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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#include "Globals.h"
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#include "FramebufferManager.h"
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#include "TextureConverter.h"
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#include "XFB.h"
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#include "Render.h"
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extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
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FramebufferManager g_framebufferManager;
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void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
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{
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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m_msaaCoverageSamples = msaaCoverageSamples;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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// They are:
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// - 24-bit RGB (8-bit components) with 24-bit Z
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// - 24-bit RGBA (6-bit components) with 24-bit Z
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// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
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// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
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// Multisampling depends on user settings.
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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// Create EFB target.
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glGenFramebuffersEXT(1, &m_efbFramebuffer);
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if (m_msaaSamples <= 1)
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{
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// EFB targets will be textures in non-MSAA mode.
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GLuint glObj[2];
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glGenTextures(2, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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// Bind target textures to the EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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}
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else
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{
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// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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// Resolve targets will be created to transfer EFB to RAM textures.
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// XFB framebuffer will be created to transfer EFB to XFB texture.
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// Create EFB target renderbuffers.
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GLuint glObj[2];
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glGenRenderbuffersEXT(2, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
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GL_REPORT_FBO_ERROR();
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// Create resolved targets for transferring multisampled EFB to texture.
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glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
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glGenTextures(2, glObj);
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m_resolvedColorTexture = glObj[0];
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m_resolvedDepthTexture = glObj[1];
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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// Bind resolved textures to resolved framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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// Return to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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}
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffersEXT(1, &m_xfbFramebuffer);
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// EFB framebuffer is currently bound.
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}
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void FramebufferManager::Shutdown()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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GLuint glObj[3];
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// Note: OpenGL deletion functions silently ignore parameters of "0".
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glObj[0] = m_efbFramebuffer;
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glObj[1] = m_resolvedFramebuffer;
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glObj[2] = m_xfbFramebuffer;
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glDeleteFramebuffersEXT(3, glObj);
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m_efbFramebuffer = 0;
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m_xfbFramebuffer = 0;
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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glObj[2] = m_realXFBSource.texture;
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glDeleteTextures(3, glObj);
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_realXFBSource.texture = 0;
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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if (m_msaaSamples <= 1)
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glDeleteTextures(2, glObj);
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else
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glDeleteRenderbuffersEXT(2, glObj);
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m_efbColor = 0;
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m_efbDepth = 0;
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for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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glDeleteTextures(1, &it->xfbSource.texture);
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}
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m_virtualXFBList.clear();
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}
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void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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if (g_ActiveConfig.bUseRealXFB)
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copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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else
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copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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if (g_ActiveConfig.bUseRealXFB)
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return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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else
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return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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}
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GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) const
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbColor;
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}
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else
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{
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// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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// required.
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TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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return m_resolvedColorTexture;
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}
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}
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GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) const
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbDepth;
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}
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else
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{
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// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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// required.
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TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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return m_resolvedDepthTexture;
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}
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}
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TargetRectangle FramebufferManager::ConvertEFBRectangle(const EFBRectangle& rc) const
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{
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TargetRectangle result;
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float XScale = Renderer::GetTargetScaleX();
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float YScale = Renderer::GetTargetScaleY();
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result.left = rc.left * XScale;
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result.top = ((EFB_HEIGHT - rc.top) * YScale);
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result.right = rc.right * XScale ;
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result.bottom = ((EFB_HEIGHT - rc.bottom) * YScale);
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return result;
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}
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FramebufferManager::VirtualXFBListType::iterator
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FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
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{
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * width * height;
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VirtualXFBListType::iterator it;
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for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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u32 dstLower = it->xfbAddr;
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u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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return it;
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}
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// That address is not in the Virtual XFB list.
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return m_virtualXFBList.end();
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}
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void FramebufferManager::replaceVirtualXFB()
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{
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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s32 srcLower = it->xfbAddr;
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s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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s32 lineSize = 2 * it->xfbWidth;
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++it;
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while (it != m_virtualXFBList.end())
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{
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s32 dstLower = it->xfbAddr;
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s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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{
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// invalidate the data
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it->xfbAddr = 0;
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it->xfbHeight = 0;
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it->xfbWidth = 0;
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}
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else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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s32 upperOverlap = (srcUpper - dstLower) / lineSize;
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s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
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if (upperOverlap > 0 && lowerOverlap < 0)
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{
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it->xfbAddr += lineSize * upperOverlap;
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it->xfbHeight -= upperOverlap;
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}
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else if (lowerOverlap > 0)
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{
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it->xfbHeight -= lowerOverlap;
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}
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}
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++it;
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}
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}
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void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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u8* pXFB = Memory_GetPtr(xfbAddr);
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if (!pXFB)
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{
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WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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return;
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}
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XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
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}
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void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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GLuint xfbTexture;
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VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
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if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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// replace the last virtual XFB
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--it;
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}
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if (it != m_virtualXFBList.end())
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{
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// Overwrite an existing Virtual XFB.
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it->xfbAddr = xfbAddr;
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it->xfbWidth = fbWidth;
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it->xfbHeight = fbHeight;
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it->xfbSource.srcAddr = xfbAddr;
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it->xfbSource.srcWidth = fbWidth;
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it->xfbSource.srcHeight = fbHeight;
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it->xfbSource.texWidth = Renderer::GetTargetWidth();
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it->xfbSource.texHeight = Renderer::GetTargetHeight();
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it->xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
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xfbTexture = it->xfbSource.texture;
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// Move this Virtual XFB to the front of the list.
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m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
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// Keep stale XFB data from being used
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replaceVirtualXFB();
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}
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else
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{
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// Create a new Virtual XFB and place it at the front of the list.
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glGenTextures(1, &xfbTexture);
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#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
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if (m_msaaSamples > 1)
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#else
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if (s_bHaveFramebufferBlit)
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#endif
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{
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// In MSAA mode, allocate the texture image here. In non-MSAA mode,
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// the image will be allocated by glCopyTexImage2D (later).
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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VirtualXFB newVirt;
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newVirt.xfbAddr = xfbAddr;
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newVirt.xfbWidth = fbWidth;
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newVirt.xfbHeight = fbHeight;
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newVirt.xfbSource.srcAddr = xfbAddr;
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newVirt.xfbSource.srcWidth = fbWidth;
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newVirt.xfbSource.srcHeight = fbHeight;
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newVirt.xfbSource.texture = xfbTexture;
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newVirt.xfbSource.texWidth = m_targetWidth;
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newVirt.xfbSource.texHeight = m_targetHeight;
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newVirt.xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
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// Add the new Virtual XFB to the list
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if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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// List overflowed; delete the oldest.
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glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
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m_virtualXFBList.pop_back();
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}
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m_virtualXFBList.push_front(newVirt);
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}
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// Copy EFB to XFB texture
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#if 0
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if (m_msaaSamples <= 1)
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#else
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if (!s_bHaveFramebufferBlit)
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#endif
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{
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// Just copy the EFB directly.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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else
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{
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// OpenGL cannot copy directly from a multisampled framebuffer, so use
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// EXT_framebuffer_blit.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
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// Bind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
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GL_REPORT_FBO_ERROR();
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glBlitFramebufferEXT(
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0, 0, m_targetWidth, m_targetHeight,
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0, 0, m_targetWidth, m_targetHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Unbind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
|
|
|
// Return to EFB.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
}
|
|
}
|
|
|
|
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
|
{
|
|
xfbCount = 1;
|
|
|
|
m_realXFBSource.texWidth = MAX_XFB_WIDTH;
|
|
m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
|
|
|
|
m_realXFBSource.srcAddr = xfbAddr;
|
|
m_realXFBSource.srcWidth = fbWidth;
|
|
m_realXFBSource.srcHeight = fbHeight;
|
|
|
|
// OpenGL texture coordinates originate at the lower left, which is why
|
|
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
|
|
m_realXFBSource.sourceRc.left = 0;
|
|
m_realXFBSource.sourceRc.top = fbHeight;
|
|
m_realXFBSource.sourceRc.right = fbWidth;
|
|
m_realXFBSource.sourceRc.bottom = 0;
|
|
|
|
if (!m_realXFBSource.texture)
|
|
{
|
|
glGenTextures(1, &m_realXFBSource.texture);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
}
|
|
|
|
// Decode YUYV data from GameCube RAM
|
|
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
|
|
|
|
m_overlappingXFBArray[0] = &m_realXFBSource;
|
|
|
|
return &m_overlappingXFBArray[0];
|
|
}
|
|
|
|
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
|
{
|
|
xfbCount = 0;
|
|
|
|
if (m_virtualXFBList.size() == 0)
|
|
{
|
|
// No Virtual XFBs available.
|
|
return NULL;
|
|
}
|
|
|
|
u32 srcLower = xfbAddr;
|
|
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
|
|
|
|
VirtualXFBListType::reverse_iterator it;
|
|
for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
|
|
{
|
|
u32 dstLower = it->xfbAddr;
|
|
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
|
|
|
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
|
|
{
|
|
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
|
|
xfbCount++;
|
|
}
|
|
}
|
|
|
|
return &m_overlappingXFBArray[0];
|
|
}
|
|
|
|
void FramebufferManager::SetFramebuffer(GLuint fb)
|
|
{
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
|
|
}
|
|
|
|
// Apply AA if enabled
|
|
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBColorTexture(source_rect);
|
|
}
|
|
|
|
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBDepthTexture(source_rect);
|
|
}
|
|
|
|
|