forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// Fast image conversion using OpenGL shaders.
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#include "VideoBackends/OGL/TextureConverter.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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namespace TextureConverter
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{
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using OGL::TextureCache;
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static GLuint s_texConvFrameBuffer[2] = {0, 0};
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static GLuint s_srcTexture = 0;  // for decoding from RAM
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static GLuint s_dstTexture = 0;  // for encoding to RAM
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const int renderBufferWidth = EFB_WIDTH * 4;
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const int renderBufferHeight = 1024;
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static SHADER s_rgbToYuyvProgram;
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static int s_rgbToYuyvUniform_loc;
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static SHADER s_yuyvToRgbProgram;
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
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static GLuint s_PBO = 0;  // for readback with different strides
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static void CreatePrograms()
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{
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  /* TODO: Accuracy Improvements
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   *
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   * This shader doesn't really match what the GameCube does internally in the
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   * copy pipeline.
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   *  1. It uses OpenGL's built in filtering when yscaling, someone could work
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   *     out how the copypipeline does it's filtering and implement it correctly
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   *     in this shader.
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   *  2. Deflickering isn't implemented, a futher filtering over 3 lines.
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   *     Isn't really needed on non-interlaced monitors (and would lower quality;
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   *     But hey, accuracy!)
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   *  3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
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   *     UV channels, centering the U channel on the Left pixel and the V channel
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   *     on the Right pixel.
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   *     The current implementation Centers both UV channels at the same place
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   *     inbetween the two Pixels, and only blurs over these two pixels.
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   */
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  // Output is BGRA because that is slightly faster than RGBA.
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  const char* VProgramRgbToYuyv =
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      "out vec2 uv0;\n"
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      "uniform vec4 copy_position;\n"  // left, top, right, bottom
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      "void main()\n"
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      "{\n"
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      "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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      "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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      "	uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
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      "}\n";
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  const char* FProgramRgbToYuyv =
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      "in vec2 uv0;\n"
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      "out vec4 ocol0;\n"
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      "void main()\n"
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      "{\n"
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      "	vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
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      "	vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
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      "	vec3 c01 = (c0 + c1) * 0.5;\n"
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      "	vec3 y_const = vec3(0.257,0.504,0.098);\n"
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      "	vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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      "	vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
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      "	vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
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      "	ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + "
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      "const3;\n"
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      "}\n";
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  ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
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  s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
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  /* TODO: Accuracy Improvements
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   *
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   * The YVYU to RGB conversion here matches the RGB to YUYV done above, but
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   * if a game modifies or adds images to the XFB then it should be using the
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   * same algorithm as the flipper, and could result in slight color inaccuracies
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   * when run back through this shader.
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   */
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  const char* VProgramYuyvToRgb = "void main()\n"
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                                  "{\n"
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                                  "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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                                  "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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                                  "}\n";
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  const char* FProgramYuyvToRgb = "SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
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                                  "in vec2 uv0;\n"
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                                  "out vec4 ocol0;\n"
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                                  "void main()\n"
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                                  "{\n"
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                                  "	ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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                                  // We switch top/bottom here. TODO: move this to screen blit.
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                                  "	ivec2 ts = textureSize(samp9, 0);\n"
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                                  "	vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
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                                  "	float y = mix(c0.r, c0.b, (uv.x & 1) == 1);\n"
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                                  "	float yComp = 1.164 * (y - 0.0625);\n"
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                                  "	float uComp = c0.g - 0.5;\n"
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                                  "	float vComp = c0.a - 0.5;\n"
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                                  "	ocol0 = vec4(yComp + (1.596 * vComp),\n"
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                                  "		yComp - (0.813 * vComp) - (0.391 * uComp),\n"
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                                  "		yComp + (2.018 * uComp),\n"
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                                  "		1.0);\n"
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                                  "}\n";
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  ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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}
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static SHADER& GetOrCreateEncodingShader(u32 format)
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{
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  if (format >= NUM_ENCODING_PROGRAMS)
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  {
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    PanicAlert("Unknown texture copy format: 0x%x\n", format);
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    return s_encodingPrograms[0];
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  }
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  if (s_encodingPrograms[format].glprogid == 0)
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  {
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    const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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    if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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    {
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      static int counter = 0;
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      std::string filename =
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          StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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      SaveData(filename, shader);
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    }
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#endif
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    const char* VProgram = "void main()\n"
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                           "{\n"
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                           "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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                           "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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                           "}\n";
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    ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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    s_encodingUniforms[format] =
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        glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
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  }
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  return s_encodingPrograms[format];
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}
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void Init()
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{
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  glGenFramebuffers(2, s_texConvFrameBuffer);
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  glActiveTexture(GL_TEXTURE9);
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  glGenTextures(1, &s_srcTexture);
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  glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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  glGenTextures(1, &s_dstTexture);
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  glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA,
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               GL_UNSIGNED_BYTE, nullptr);
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  FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
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  FramebufferManager::SetFramebuffer(0);
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  glGenBuffers(1, &s_PBO);
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  CreatePrograms();
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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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  glDeleteTextures(1, &s_dstTexture);
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  glDeleteBuffers(1, &s_PBO);
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  glDeleteFramebuffers(2, s_texConvFrameBuffer);
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  s_rgbToYuyvProgram.Destroy();
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  s_yuyvToRgbProgram.Destroy();
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  for (auto& program : s_encodingPrograms)
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    program.Destroy();
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  s_srcTexture = 0;
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  s_dstTexture = 0;
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  s_PBO = 0;
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  s_texConvFrameBuffer[0] = 0;
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  s_texConvFrameBuffer[1] = 0;
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}
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// dst_line_size, writeStride in bytes
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static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size,
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                                   u32 dstHeight, u32 writeStride, bool linearFilter)
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{
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  // switch to texture converter frame buffer
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  // attach render buffer as color destination
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  FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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  OpenGL_BindAttributelessVAO();
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  // set source texture
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
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  // We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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  // TODO: This only produces perfect downsampling for 1.5x and 2x IR, other resolution will
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  //       need more complex down filtering to average all pixels and produce the correct result.
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  // Also, box filtering won't be correct for anything other than 1x IR
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  if (linearFilter || g_ActiveConfig.iEFBScale != SCALE_1X)
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    g_sampler_cache->BindLinearSampler(9);
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  else
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    g_sampler_cache->BindNearestSampler(9);
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  glViewport(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight);
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  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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  int dstSize = dst_line_size * dstHeight;
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  // When the dst_line_size and writeStride are the same, we could use glReadPixels directly to RAM.
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  // But instead we always copy the data via a PBO, because macOS inexplicably prefers this (most
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  // noticeably in the Super Mario Sunshine transition).
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  glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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  glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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  glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
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               nullptr);
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  u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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  if (dst_line_size == writeStride)
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  {
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    memcpy(destAddr, pbo, dst_line_size * dstHeight);
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  }
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  else
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  {
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    for (size_t i = 0; i < dstHeight; ++i)
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    {
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      memcpy(destAddr, pbo, dst_line_size);
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      pbo += dst_line_size;
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      destAddr += writeStride;
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    }
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  }
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  glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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  glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
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                            u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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                            bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
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{
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  g_renderer->ResetAPIState();
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  SHADER& texconv_shader = GetOrCreateEncodingShader(format);
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  texconv_shader.Bind();
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  glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width,
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              bScaleByHalf ? 2 : 1);
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  const GLuint read_texture = is_depth_copy ? FramebufferManager::ResolveAndGetDepthTarget(source) :
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                                              FramebufferManager::ResolveAndGetRenderTarget(source);
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  EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
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                         bScaleByHalf > 0 && !is_depth_copy);
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  FramebufferManager::SetFramebuffer(0);
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  g_renderer->RestoreAPIState();
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth,
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                     u32 dstStride, u32 dstHeight)
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{
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  g_renderer->ResetAPIState();
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  s_rgbToYuyvProgram.Bind();
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  glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left),
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              static_cast<float>(sourceRc.top), static_cast<float>(sourceRc.right),
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              static_cast<float>(sourceRc.bottom));
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  // We enable linear filtering, because the GameCube does filtering in the vertical direction when
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  // yscale is enabled.
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  // Otherwise we get jaggies when a game uses yscaling (most PAL games)
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  EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
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  FramebufferManager::SetFramebuffer(0);
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  TextureCache::DisableStage(0);
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  g_renderer->RestoreAPIState();
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}
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// Should be scale free.
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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  u8* srcAddr = Memory::GetPointer(xfbAddr);
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  if (!srcAddr)
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  {
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    WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
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    return;
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  }
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  g_renderer->ResetAPIState();  // reset any game specific settings
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  OpenGL_BindAttributelessVAO();
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  // switch to texture converter frame buffer
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  // attach destTexture as color destination
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  FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
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  FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY,
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                                         destTexture, 0);
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  // activate source texture
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  // set srcAddr as data for source texture
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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               srcAddr);
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  g_sampler_cache->BindNearestSampler(9);
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  glViewport(0, 0, srcWidth, srcHeight);
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  s_yuyvToRgbProgram.Bind();
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  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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  FramebufferManager::SetFramebuffer(0);
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  g_renderer->RestoreAPIState();
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}
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}  // namespace
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}  // namespace OGL
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