forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			394 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			394 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 <string>
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#include "Common/FileUtil.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/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConversionShader.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)) + 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 =
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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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		"}\n";
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	const char *FProgramYuyvToRgb =
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		"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.b, c0.r, (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, API_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 = 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 =
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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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			"}\n";
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		ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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		s_encodingUniforms[format] = 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_TEXTURE0 + 9);
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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, 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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static void EncodeToRamUsingShader(GLuint srcTexture,
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						u8* destAddr, int dstWidth, int dstHeight, int readStride,
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						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_TEXTURE0+9);
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	glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
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	if (linearFilter)
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	{
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		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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	}
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	else
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	{
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		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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	}
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	glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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	// .. and then read back the results.
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	// TODO: make this less slow.
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	int writeStride = bpmem.copyMipMapStrideChannels * 32;
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	int dstSize = dstWidth*dstHeight*4;
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	int readHeight = readStride / dstWidth / 4; // 4 bytes per pixel
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	int readLoops = dstHeight / readHeight;
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	if (writeStride != readStride && readLoops > 1)
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	{
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		// writing to a texture of a different size
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		// also copy more then one block line, so the different strides matters
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		// copy into one pbo first, map this buffer, and then memcpy into GC memory
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		// in this way, we only have one vram->ram transfer, but maybe a bigger
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		// CPU overhead because of the pbo
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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)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
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		u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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		for (int i = 0; i < readLoops; i++)
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		{
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			memcpy(destAddr, pbo, readStride);
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			pbo += readStride;
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			destAddr += writeStride;
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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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	else
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	{
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		glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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	}
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}
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int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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{
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	u32 format = copyfmt;
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	if (bFromZBuffer)
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	{
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		format |= _GX_TF_ZTF;
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		if (copyfmt == 11)
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			format = GX_TF_Z16;
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		else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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			format |= _GX_TF_CTF;
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	}
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	else
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	{
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		if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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			format |= _GX_TF_CTF;
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	}
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	SHADER& texconv_shader = GetOrCreateEncodingShader(format);
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	u8 *dest_ptr = Memory::GetPointer(address);
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	int width = (source.right - source.left) >> bScaleByHalf;
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	int height = (source.bottom - source.top) >> bScaleByHalf;
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	int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
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	u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
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	u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
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	// only copy on cache line boundaries
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	// extra pixels are copied but not displayed in the resulting texture
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	s32 expandedWidth = (width + blkW) & (~blkW);
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	s32 expandedHeight = (height + blkH) & (~blkH);
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	texconv_shader.Bind();
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	glUniform4i(s_encodingUniforms[format],
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		source.left, source.top,
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		expandedWidth, bScaleByHalf ? 2 : 1);
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	unsigned int numBlocksX = expandedWidth / TexDecoder_GetBlockWidthInTexels(format);
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	unsigned int numBlocksY = expandedHeight / TexDecoder_GetBlockHeightInTexels(format);
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	unsigned int cacheLinesPerRow;
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	if ((format & 0x0f) == 6)
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		cacheLinesPerRow = numBlocksX * 2;
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	else
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		cacheLinesPerRow = numBlocksX;
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	EncodeToRamUsingShader(source_texture,
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		dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
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		bScaleByHalf > 0 && !bFromZBuffer);
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	return size_in_bytes; // TODO: D3D11 is calculating this value differently!
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int 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), static_cast<float>(sourceRc.top),
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		static_cast<float>(sourceRc.right), 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, dstWidth*dstHeight*2, 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, 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_TEXTURE0+9);
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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_BGRA, GL_UNSIGNED_BYTE, srcAddr);
 | 
						|
 | 
						|
	glViewport(0, 0, srcWidth, srcHeight);
 | 
						|
	s_yuyvToRgbProgram.Bind();
 | 
						|
 | 
						|
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
						|
 | 
						|
	FramebufferManager::SetFramebuffer(0);
 | 
						|
 | 
						|
	g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace
 | 
						|
 | 
						|
}  // namespace OGL
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