forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			495 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			495 lines
		
	
	
		
			13 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 <vector>
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#include <cmath>
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#include <fstream>
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#ifdef _WIN32
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#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
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#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
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#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
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#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
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#include <intrin.h>
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#undef _interlockedbittestandset
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#undef _interlockedbittestandreset
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#undef _interlockedbittestandset64
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#undef _interlockedbittestandreset64
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#endif
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#include "BPStructs.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "Hash.h"
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#include "HiresTextures.h"
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#include "HW/Memmap.h"
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#include "ImageWrite.h"
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#include "MemoryUtil.h"
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#include "ProgramShaderCache.h"
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#include "PixelShaderManager.h"
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#include "Render.h"
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#include "Statistics.h"
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#include "StringUtil.h"
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#include "TextureCache.h"
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#include "TextureConverter.h"
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#include "TextureDecoder.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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namespace OGL
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{
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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struct VBOCache {
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	GLuint vbo;
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	GLuint vao;
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	TargetRectangle targetSource;
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};
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static std::map<u64,VBOCache> s_VBO;
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static u32 s_TempFramebuffer = 0;
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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{
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	int width = std::max(virtual_width >> level, 1);
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	int height = std::max(virtual_height >> level, 1);
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	std::vector<u32> data(width * height);
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	glActiveTexture(GL_TEXTURE0+9);
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	glBindTexture(textarget, tex);
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	glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
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	glBindTexture(textarget, 0);
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	TextureCache::SetStage();
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	const GLenum err = GL_REPORT_ERROR();
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	if (GL_NO_ERROR != err)
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	{
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		PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
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		return false;
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	}
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    return SaveTGA(filename, width, height, &data[0]);
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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	if (texture)
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	{
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		for(int i=0; i<8; i++)
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			if(s_Textures[i] == texture)
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				s_Textures[i] = 0;
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		glDeleteTextures(1, &texture);
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		texture = 0;
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	}
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}
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TextureCache::TCacheEntry::TCacheEntry()
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{
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	glGenTextures(1, &texture);
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	GL_REPORT_ERRORD();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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	if (s_Textures[stage] != texture)
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	{
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		if (s_ActiveTexture != stage)
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		{
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			glActiveTexture(GL_TEXTURE0 + stage);
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			s_ActiveTexture = stage;
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		}
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		glBindTexture(GL_TEXTURE_2D, texture);
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		s_Textures[stage] = texture;
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	}
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}
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bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
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{
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	// TODO: make ogl dump PNGs
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	std::string tga_filename(filename);
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	tga_filename.replace(tga_filename.size() - 3, 3, "tga");
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	return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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	unsigned int height, unsigned int expanded_width,
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	unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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	int gl_format = 0,
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		gl_iformat = 0,
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		gl_type = 0;
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	if (pcfmt != PC_TEX_FMT_DXT1)
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	{
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		switch (pcfmt)
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		{
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		default:
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		case PC_TEX_FMT_NONE:
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			PanicAlert("Invalid PC texture format %i", pcfmt); 
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		case PC_TEX_FMT_BGRA32:
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			gl_format = GL_BGRA;
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			gl_iformat = GL_RGBA;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_RGBA32:
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			gl_format = GL_RGBA;
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			gl_iformat = GL_RGBA;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_I4_AS_I8:
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			gl_format = GL_LUMINANCE;
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			gl_iformat = GL_INTENSITY4;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_IA4_AS_IA8:
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			gl_format = GL_LUMINANCE_ALPHA;
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			gl_iformat = GL_LUMINANCE4_ALPHA4;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_I8:
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			gl_format = GL_LUMINANCE;
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			gl_iformat = GL_INTENSITY8;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_IA8:
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			gl_format = GL_LUMINANCE_ALPHA;
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			gl_iformat = GL_LUMINANCE8_ALPHA8;
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			gl_type = GL_UNSIGNED_BYTE;
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			break;
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		case PC_TEX_FMT_RGB565:
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			gl_format = GL_RGB;
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			gl_iformat = GL_RGB;
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			gl_type = GL_UNSIGNED_SHORT_5_6_5;
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			break;
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		}
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	}
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	TCacheEntry &entry = *new TCacheEntry;
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	entry.gl_format = gl_format;
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	entry.gl_iformat = gl_iformat;
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	entry.gl_type = gl_type;
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	entry.pcfmt = pcfmt;
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	entry.m_tex_levels = tex_levels;
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	return &entry;
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}
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void TextureCache::TCacheEntry::Load(unsigned int stage, unsigned int width, unsigned int height,
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	unsigned int expanded_width, unsigned int level)
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{
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	if (s_ActiveTexture != stage)
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	{
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		glActiveTexture(GL_TEXTURE0 + stage);
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		s_ActiveTexture = stage;
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	}
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	if (s_Textures[stage] != texture)
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	{
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		glBindTexture(GL_TEXTURE_2D, texture);
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		s_Textures[stage] = texture;
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	}
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	// TODO: sloppy, just do this on creation?
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	if (level == 0)
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	{
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		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
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	}
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	if (pcfmt != PC_TEX_FMT_DXT1)
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	{
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	    if (expanded_width != width)
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			glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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		glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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		if (expanded_width != width)
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			glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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	}
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	else
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	{
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		PanicAlert("PC_TEX_FMT_DXT1 support disabled");
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		//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
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			//width, height, 0, expanded_width * expanded_height/2, temp);
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	}
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	GL_REPORT_ERRORD();
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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	unsigned int scaled_tex_w, unsigned int scaled_tex_h)
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{
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	TCacheEntry *const entry = new TCacheEntry;
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	glActiveTexture(GL_TEXTURE0+9);
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	glBindTexture(GL_TEXTURE_2D, entry->texture);
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	GL_REPORT_ERRORD();
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	const GLenum
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		gl_format = GL_RGBA,
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		gl_iformat = GL_RGBA,
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		gl_type = GL_UNSIGNED_BYTE;
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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	entry->m_tex_levels = 1;
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	glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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	glBindTexture(GL_TEXTURE_2D, 0);
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	SetStage();
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	GL_REPORT_ERRORD();
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	return entry;
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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	unsigned int srcFormat, const EFBRectangle& srcRect,
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	bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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	const float *colmat)
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{
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	g_renderer->ResetAPIState(); // reset any game specific settings
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	// Make sure to resolve anything we need to read from.
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	const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ?
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		FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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		FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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    GL_REPORT_ERRORD();
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	if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
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	{
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		if (s_TempFramebuffer == 0)
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			glGenFramebuffers(1, (GLuint*)&s_TempFramebuffer);
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		FramebufferManager::SetFramebuffer(s_TempFramebuffer);
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		// Bind texture to temporary framebuffer
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		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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		GL_REPORT_FBO_ERROR();
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		GL_REPORT_ERRORD();
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		glActiveTexture(GL_TEXTURE0+9);
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		glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
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		glViewport(0, 0, virtual_width, virtual_height);
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		if(srcFormat == PIXELFMT_Z24) {
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			s_DepthMatrixProgram.Bind();
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			if(s_DepthCbufid != cbufid)
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				glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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			s_DepthCbufid = cbufid;
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		} else {
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			s_ColorMatrixProgram.Bind();
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			if(s_ColorCbufid != cbufid)
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				glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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			s_ColorCbufid = cbufid;
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		}
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		GL_REPORT_ERRORD();
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		TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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		GL_REPORT_ERRORD();
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		// should be unique enough, if not, vbo will "only" be uploaded to much
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		u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
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		std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
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		if(vbo_it == s_VBO.end()) {
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			VBOCache item;
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			item.targetSource.bottom = -1;
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			item.targetSource.top = -1;
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			item.targetSource.left = -1;
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			item.targetSource.right = -1;
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			glGenBuffers(1, &item.vbo);
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			glGenVertexArrays(1, &item.vao);
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			glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
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			glBindVertexArray(item.vao);
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			glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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			glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
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			glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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			glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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			vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
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		}
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		if(!(vbo_it->second.targetSource == targetSource)) {
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			GLfloat vertices[] = {
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				-1.f, 1.f,
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				(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
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				-1.f, -1.f,
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				(GLfloat)targetSource.left, (GLfloat)targetSource.top,
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				1.f, -1.f,
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				(GLfloat)targetSource.right, (GLfloat)targetSource.top,
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				1.f, 1.f,
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				(GLfloat)targetSource.right, (GLfloat)targetSource.bottom
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			};
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			glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
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			glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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			vbo_it->second.targetSource = targetSource;
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		} 
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		glBindVertexArray(vbo_it->second.vao);
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		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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		GL_REPORT_ERRORD();
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		// Unbind texture from temporary framebuffer
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		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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	}
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	if (false == g_ActiveConfig.bCopyEFBToTexture)
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	{
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		int encoded_size = TextureConverter::EncodeToRamFromTexture(
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			addr,
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			read_texture,
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			srcFormat == PIXELFMT_Z24, 
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			isIntensity, 
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			dstFormat, 
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			scaleByHalf, 
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			srcRect);
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		u8* dst = Memory::GetPointer(addr);
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		u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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		// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
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		if (!g_ActiveConfig.bEFBCopyCacheEnable)
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			TextureCache::MakeRangeDynamic(addr,encoded_size);
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		else if (!TextureCache::Find(addr, new_hash))
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			TextureCache::MakeRangeDynamic(addr,encoded_size);
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		hash = new_hash;
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	}
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    FramebufferManager::SetFramebuffer(0);
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    VertexShaderManager::SetViewportChanged();
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    GL_REPORT_ERRORD();
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    if (g_ActiveConfig.bDumpEFBTarget)
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    {
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		static int count = 0;
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		SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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			count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
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    }
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	g_renderer->RestoreAPIState();
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}
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TextureCache::TextureCache()
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{
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	const char *pColorMatrixProg = 
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		"uniform sampler2DRect samp9;\n"
 | 
						|
		"uniform vec4 colmat[7];\n"
 | 
						|
		"in vec2 uv0;\n"
 | 
						|
		"out vec4 ocol0;\n"
 | 
						|
		"\n"
 | 
						|
		"void main(){\n"
 | 
						|
		"	vec4 texcol = texture2DRect(samp9, uv0);\n"
 | 
						|
		"	texcol = round(texcol * colmat[5]) * colmat[6];\n"
 | 
						|
		"	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
 | 
						|
		"}\n";
 | 
						|
 | 
						|
	const char *pDepthMatrixProg =
 | 
						|
		"uniform sampler2DRect samp9;\n"
 | 
						|
		"uniform vec4 colmat[5];\n"
 | 
						|
		"in vec2 uv0;\n"
 | 
						|
		"out vec4 ocol0;\n"
 | 
						|
		"\n"
 | 
						|
		"void main(){\n"
 | 
						|
		"	vec4 texcol = texture2DRect(samp9, uv0);\n"
 | 
						|
		"	vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
 | 
						|
		"	texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * vec4(255.0f,255.0f,255.0f,15.0f)) / vec4(255.0f,255.0f,255.0f,15.0f);\n"
 | 
						|
		"	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
 | 
						|
		"}\n";
 | 
						|
 | 
						|
	
 | 
						|
	const char *VProgram =
 | 
						|
		"in vec2 rawpos;\n"
 | 
						|
		"in vec2 tex0;\n"
 | 
						|
		"out vec2 uv0;\n"
 | 
						|
		"void main()\n"
 | 
						|
		"{\n"
 | 
						|
		"	uv0 = tex0;\n"
 | 
						|
		"	gl_Position = vec4(rawpos,0,1);\n"
 | 
						|
		"}\n";
 | 
						|
		
 | 
						|
	ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
 | 
						|
	ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
 | 
						|
	
 | 
						|
	s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
 | 
						|
	s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
 | 
						|
	s_ColorCbufid = -1;
 | 
						|
	s_DepthCbufid = -1;
 | 
						|
	
 | 
						|
	s_ActiveTexture = -1;
 | 
						|
	for(int i=0; i<8; i++)
 | 
						|
		s_Textures[i] = -1;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
TextureCache::~TextureCache()
 | 
						|
{
 | 
						|
	s_ColorMatrixProgram.Destroy();
 | 
						|
	s_DepthMatrixProgram.Destroy();
 | 
						|
	
 | 
						|
	for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
 | 
						|
		glDeleteBuffers(1, &it->second.vbo);
 | 
						|
		glDeleteVertexArrays(1, &it->second.vao);
 | 
						|
	}
 | 
						|
	s_VBO.clear();
 | 
						|
	
 | 
						|
	if (s_TempFramebuffer)
 | 
						|
	{
 | 
						|
		glDeleteFramebuffers(1, (GLuint*)&s_TempFramebuffer);
 | 
						|
		s_TempFramebuffer = 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::DisableStage(unsigned int stage)
 | 
						|
{
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::SetStage ()
 | 
						|
{
 | 
						|
	glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
}
 |