2008-12-08 05:25:12 +00:00
										 
									 
								 
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								// 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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								#include "TextureConverter.h"
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								#include "PixelShaderCache.h"
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								#include "VertexShaderManager.h"
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								#include "Globals.h"
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								#include "GLUtil.h"
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								#include "Render.h"
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								namespace TextureConverter
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								{
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								static GLuint s_frameBuffer = 0;
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								static GLuint s_srcTexture = 0;			// for decoding from RAM
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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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								void CreateRgbToYuyvProgram()
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								{
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									// output is BGRA because that is slightly faster than RGBA
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								  char *FProgram = (char *)
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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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									"  float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
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									"  float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
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									"  float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
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									"  float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"	
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									"  ocol0 = float4(y1, u0, y0, v1);\n"
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									"}\n";
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									if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
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								        ERROR_LOG("Failed to create RGB to YUYV fragment program\n");
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								    }
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								}
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								void CreateYuyvToRgbProgram()
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								{
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								  char *FProgram = (char *)
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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("Failed to create YUYV to RGB fragment program\n");
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								    }
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								}
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								void Init()
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								{
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									glGenFramebuffersEXT( 1, &s_frameBuffer);
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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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									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_frameBuffer);	
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								}
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								void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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												 u8* destAddr, int dstWidth, int dstHeight)
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								{
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									Renderer::SetRenderMode(Renderer::RM_Normal);
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									Renderer::ResetGLState();
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									float dstFormatFactor = 0.5f;
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									float dstFmtWidth = dstWidth * dstFormatFactor;
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									// switch to texture converter frame buffer
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									// attach render buffer as color destination
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									Renderer::SetFramebuffer(s_frameBuffer);
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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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									// set source texture
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									glActiveTexture(GL_TEXTURE0);
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									glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 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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								    TextureMngr::EnableTexRECT(0);
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									for (int i = 1; i < 8; ++i)
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										TextureMngr::DisableStage(i);	
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									GL_REPORT_ERRORD();
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									glViewport(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight);
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glEnable(GL_FRAGMENT_PROGRAM_ARB);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid);	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									glBegin(GL_QUADS);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glTexCoord2f((float)sourceRc.left, (float)sourceRc.top);     glVertex2f(-1,-1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom);  glVertex2f(-1,1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    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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							| 
								
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							 | 
							
							
									GL_REPORT_ERRORD();
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							 | 
							
								
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							 | 
						
					
						
							| 
								
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							 | 
							
							
									// TODO: this is real slow. try using a pixel buffer object.
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-26 12:47:32 +00:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
									glReadPixels(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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											2008-12-08 05:25:12 +00:00
										 
									 
								 
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									GL_REPORT_ERRORD();
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									Renderer::SetFramebuffer(0);
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							 | 
							
							
								    Renderer::RestoreGLState();
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											2008-12-26 10:43:18 +00:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								    VertexShaderManager::SetViewportChanged();
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
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							| 
								
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							 | 
							
							
									glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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							| 
								
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							 | 
							
								
							 | 
							
							
								    TextureMngr::DisableStage(0);
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							| 
								
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							 | 
							
							
									Renderer::RestoreGLState();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    GL_REPORT_ERRORD();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Renderer::SetRenderMode(Renderer::RM_Normal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Renderer::ResetGLState();
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									float srcFormatFactor = 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									float srcFmtWidth = srcWidth * srcFormatFactor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// swich to texture converter frame buffer
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// attach destTexture as color destination
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Renderer::SetFramebuffer(s_frameBuffer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// activate source texture
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// set srcAddr as data for source texture
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glActiveTexture(GL_TEXTURE0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// TODO: this is slow. try using a pixel buffer object.
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-26 12:47:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);	
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								    TextureMngr::EnableTexRECT(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    for (int i = 1; i < 8; ++i)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										TextureMngr::DisableStage(i);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glViewport(0, 0, srcWidth, srcHeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									glEnable(GL_FRAGMENT_PROGRAM_ARB);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									GL_REPORT_ERRORD();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBegin(GL_QUADS);
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-26 12:47:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									glTexCoord2f(srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glTexCoord2f(0, 0); glVertex2f(-1,1);
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-26 12:47:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glEnd();	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// reset state
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    TextureMngr::DisableStage(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-26 10:43:18 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									VertexShaderManager::SetViewportChanged();
							 | 
						
					
						
							
								
									
										
										
										
											2008-12-08 05:25:12 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Renderer::RestoreGLState();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    GL_REPORT_ERRORD();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |