start botching shit
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fbca47381b
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@ -447,6 +447,7 @@ void Reset();
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void SetRenderSettings(RenderSettings& settings);
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void DoCapture(u32 capcnt);
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void RenderFrame();
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void BindOutputTexture();
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@ -928,6 +928,16 @@ void GPU2D::DrawScanline(u32 line)
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void GPU2D::VBlank()
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{
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#ifdef OGLRENDERER_ENABLED
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if (Accelerated)
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{
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if ((Num == 0) && (CaptureCnt & (1<<31)))
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{
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GPU::GLCompositor::DoCapture(CaptureCnt);
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}
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}
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#endif
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CaptureCnt &= ~(1<<31);
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DispFIFOReadPtr = 0;
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@ -950,13 +960,13 @@ void GPU2D::VBlankEnd()
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//OBJMosaicYCount = 0;
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#ifdef OGLRENDERER_ENABLED
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if (Accelerated)
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/*if (Accelerated)
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{
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if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
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{
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GPU3D::GLRenderer::PrepareCaptureFrame();
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}
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}
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}*/
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#endif
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}
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@ -45,6 +45,9 @@ GLuint CompScreenInputTex;
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GLuint CompScreenOutputTex;
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GLuint CompScreenOutputFB;
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GLuint CaptureTex[2][4];
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GLuint CaptureFB[2][4];
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bool Init()
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{
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@ -121,6 +124,17 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glGenFramebuffers(8, &CaptureFB[0][0]);
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glGenTextures(8, &CaptureTex[0][0]);
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for (int i = 0; i < 8; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>2][i&0x3]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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@ -128,6 +142,9 @@ bool Init()
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void DeInit()
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{
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glDeleteFramebuffers(8, &CaptureFB[0][0]);
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glDeleteTextures(8, &CaptureTex[0][0]);
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glDeleteFramebuffers(1, &CompScreenOutputFB);
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glDeleteTextures(1, &CompScreenInputTex);
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glDeleteTextures(1, &CompScreenOutputTex);
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@ -160,10 +177,36 @@ void SetRenderSettings(RenderSettings& settings)
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex, 0);
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glDrawBuffers(1, fbassign);
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for (int i = 0; i < 8; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>2][i&0x3]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenW, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, CaptureFB[i>>2][i&0x3]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CaptureTex[i>>2][i&0x3], 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void DoCapture(u32 capcnt)
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{
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u32 dstvram = (capcnt >> 16) & 0x3;
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// TODO: blank out destination buffer?
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if (!(GPU::VRAMMap_LCDC & (1<<dstvram)))
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return;
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if ((capcnt & 0xEF000000) != 0x80000000)
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{
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printf("GLCompositor: capture type %08X no good, can't accelerate\n", capcnt);
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return;
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}
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// COMPLETE ME!
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}
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void RenderFrame()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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