forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			443 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			443 lines
		
	
	
		
			14 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 "Globals.h"
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#include "FramebufferManager.h"
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#include "VertexShaderGen.h"
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#include "TextureConverter.h"
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#include "Render.h"
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#include "HW/Memmap.h"
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namespace OGL
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{
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extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
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static GLuint s_VBO = 0;
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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int FramebufferManager::m_msaaCoverageSamples;
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GLuint FramebufferManager::m_efbFramebuffer;
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GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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// Only used in MSAA mode.
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GLuint FramebufferManager::m_resolvedFramebuffer;
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GLuint FramebufferManager::m_resolvedColorTexture;
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GLuint FramebufferManager::m_resolvedDepthTexture;
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GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
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{
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    m_efbFramebuffer = 0;
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    m_efbColor = 0;
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    m_efbDepth = 0;
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    m_resolvedFramebuffer = 0;
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    m_resolvedColorTexture = 0;
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    m_resolvedDepthTexture = 0;
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    m_xfbFramebuffer = 0;
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	m_targetWidth = targetWidth;
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	m_targetHeight = targetHeight;
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	m_msaaSamples = msaaSamples;
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	m_msaaCoverageSamples = msaaCoverageSamples;
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	// The EFB can be set to different pixel formats by the game through the
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	// BPMEM_ZCOMPARE register (which should probably have a different name).
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	// They are:
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	// - 24-bit RGB (8-bit components) with 24-bit Z
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	// - 24-bit RGBA (6-bit components) with 24-bit Z
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	// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
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	// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
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	// Multisampling depends on user settings.
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	// The distinction becomes important for certain operations, i.e. the
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	// alpha channel should be ignored if the EFB does not have one.
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	// Create EFB target.
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	glGenFramebuffersEXT(1, &m_efbFramebuffer);
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	if (m_msaaSamples <= 1)
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	{
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		// EFB targets will be textures in non-MSAA mode.
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		GLuint glObj[2];
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		glGenTextures(2, glObj);
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		m_efbColor = glObj[0];
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		m_efbDepth = glObj[1];
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
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		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
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		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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		// Bind target textures to the EFB framebuffer.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
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		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
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		GL_REPORT_FBO_ERROR();
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	}
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	else
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	{
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		// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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		// Resolve targets will be created to transfer EFB to RAM textures.
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		// XFB framebuffer will be created to transfer EFB to XFB texture.
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		// Create EFB target renderbuffers.
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		GLuint glObj[2];
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		glGenRenderbuffersEXT(2, glObj);
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		m_efbColor = glObj[0];
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		m_efbDepth = glObj[1];
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		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
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		if (m_msaaCoverageSamples)
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			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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		else
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			glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
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		if (m_msaaCoverageSamples)
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			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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		else
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			glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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		// Bind target renderbuffers to EFB framebuffer.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
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		glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
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		GL_REPORT_FBO_ERROR();
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		// Create resolved targets for transferring multisampled EFB to texture.
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		glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
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		glGenTextures(2, glObj);
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		m_resolvedColorTexture = glObj[0];
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		m_resolvedDepthTexture = glObj[1];
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
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		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
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		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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		// Bind resolved textures to resolved framebuffer.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
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		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
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		GL_REPORT_FBO_ERROR();
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		// Return to EFB framebuffer.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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	}
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	// Create XFB framebuffer; targets will be created elsewhere.
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	glGenFramebuffersEXT(1, &m_xfbFramebuffer);
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	glGenBuffers(1, &s_VBO);
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	// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
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	glViewport(0, 0, m_targetWidth, m_targetHeight);
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	glScissor(0, 0, m_targetWidth, m_targetHeight);
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	glClearColor(0.f, 0.f, 0.f, 1.f);
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	glClearDepth(1.0);
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	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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}
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FramebufferManager::~FramebufferManager()
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{
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	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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	glDeleteBuffers(1, &s_VBO);
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	GLuint glObj[3];
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	// Note: OpenGL deletion functions silently ignore parameters of "0".
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	glObj[0] = m_efbFramebuffer;
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	glObj[1] = m_resolvedFramebuffer;
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	glObj[2] = m_xfbFramebuffer;
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	glDeleteFramebuffersEXT(3, glObj);
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	m_efbFramebuffer = 0;
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	m_xfbFramebuffer = 0;
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	glObj[0] = m_resolvedColorTexture;
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	glObj[1] = m_resolvedDepthTexture;
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	glDeleteTextures(2, glObj);
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	m_resolvedColorTexture = 0;
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	m_resolvedDepthTexture = 0;
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	glObj[0] = m_efbColor;
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	glObj[1] = m_efbDepth;
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	if (m_msaaSamples <= 1)
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		glDeleteTextures(2, glObj);
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	else
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		glDeleteRenderbuffersEXT(2, glObj);
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	m_efbColor = 0;
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	m_efbDepth = 0;
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}
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GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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	if (m_msaaSamples <= 1)
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	{
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		return m_efbColor;
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	}
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	else
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	{
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		// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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		// required.
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		TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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		targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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		// Resolve.
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		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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		glBlitFramebufferEXT(
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			targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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			targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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			GL_COLOR_BUFFER_BIT, GL_NEAREST
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			);
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		// Return to EFB.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		return m_resolvedColorTexture;
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	}
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}
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GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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{
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	if (m_msaaSamples <= 1)
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	{
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		return m_efbDepth;
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	}
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	else
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	{
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		// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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		// required.
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		TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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		targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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		// Resolve.
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		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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		glBlitFramebufferEXT(
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			targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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			targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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			GL_DEPTH_BUFFER_BIT, GL_NEAREST
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			);
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		// Return to EFB.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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		return m_resolvedDepthTexture;
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	}
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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	u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
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	if (!xfb_in_ram)
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	{
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		WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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		return;
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	}
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	TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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	TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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void FramebufferManager::SetFramebuffer(GLuint fb)
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{
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	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
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}
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// Apply AA if enabled
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GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
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{
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	return GetEFBColorTexture(source_rect);
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}
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GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
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{
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	return GetEFBDepthTexture(source_rect);
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}
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void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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		const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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	// Texture map xfbSource->texture onto the main buffer
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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	GLfloat vertices[] = {
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		drawrc.left, drawrc.bottom,
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		sourcerc.left, sourcerc.bottom,
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		0.0f, 0.0f,
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		drawrc.left, drawrc.top,
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		sourcerc.left, sourcerc.top,
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		0.0f, 1.0f,
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		drawrc.right, drawrc.top,
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		sourcerc.right, sourcerc.top,
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		1.0f, 1.0f,
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		drawrc.right, drawrc.bottom,
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		sourcerc.right, sourcerc.bottom,
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		1.0f, 0.0f
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	};
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	glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
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	glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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	// disable all pointer, TODO: use VAO
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	glEnableClientState(GL_VERTEX_ARRAY);
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	glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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	glDisableClientState(GL_NORMAL_ARRAY);
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	glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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	glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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	glDisableClientState(GL_COLOR_ARRAY);
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	glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
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	glClientActiveTexture(GL_TEXTURE0);
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	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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	glClientActiveTexture(GL_TEXTURE1);
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	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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	for(int i=2; i<8; i++) {
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		glClientActiveTexture(GL_TEXTURE0 + i);
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		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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	}
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	glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
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	glClientActiveTexture(GL_TEXTURE0);
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	glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
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	glClientActiveTexture(GL_TEXTURE1);
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	glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
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	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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	// TODO: this need to be removed in future
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	glBindBuffer(GL_ARRAY_BUFFER, 0);
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	GL_REPORT_ERRORD();
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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	TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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}
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void XFBSource::CopyEFB(float Gamma)
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{
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	// Copy EFB data to XFB and restore render target again
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#if 0
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	if (m_msaaSamples <= 1)
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#else
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	if (!s_bHaveFramebufferBlit)
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#endif
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	{
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		// Just copy the EFB directly.
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		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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		glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
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		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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	}
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	else
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	{
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		// OpenGL cannot copy directly from a multisampled framebuffer, so use
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		// EXT_framebuffer_blit.
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		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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						|
		glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
 | 
						|
 | 
						|
		// Bind texture.
 | 
						|
		glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
 | 
						|
		GL_REPORT_FBO_ERROR();
 | 
						|
 | 
						|
		glBlitFramebufferEXT(
 | 
						|
			0, 0, texWidth, texHeight,
 | 
						|
			0, 0, texWidth, texHeight,
 | 
						|
			GL_COLOR_BUFFER_BIT, GL_NEAREST
 | 
						|
			);
 | 
						|
 | 
						|
		// Unbind texture.
 | 
						|
		glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
 | 
						|
 | 
						|
		// Return to EFB.
 | 
						|
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
 | 
						|
{
 | 
						|
	GLuint texture;
 | 
						|
 | 
						|
	glGenTextures(1, &texture);
 | 
						|
 | 
						|
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
 | 
						|
	if (m_msaaSamples > 1)
 | 
						|
#else
 | 
						|
	if (s_bHaveFramebufferBlit)
 | 
						|
#endif
 | 
						|
	{
 | 
						|
		// In MSAA mode, allocate the texture image here. In non-MSAA mode,
 | 
						|
		// the image will be allocated by glCopyTexImage2D (later).
 | 
						|
 | 
						|
		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
 | 
						|
		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
 | 
						|
 | 
						|
		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	return new XFBSource(texture);
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
 | 
						|
{
 | 
						|
	*width = m_targetWidth;
 | 
						|
	*height = m_targetHeight;
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace OGL
 |