forked from dolphin-emu/dolphin
		
	We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
		
			
				
	
	
		
			522 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			522 lines
		
	
	
		
			16 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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#include <cmath>
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#include <fstream>
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#include <vector>
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/Hash.h"
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#include "Common/MemoryUtil.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/GLInterfaceBase.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/StreamBuffer.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/BPStructs.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/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 GLuint s_ColorCopyPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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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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static SHADER s_palette_pixel_shader[3];
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static StreamBuffer* s_palette_stream_buffer = nullptr;
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static GLuint s_palette_resolv_texture;
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static GLuint s_palette_buffer_offset_uniform[3];
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static GLuint s_palette_multiplier_uniform[3];
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static GLuint s_palette_copy_position_uniform[3];
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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{
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	if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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		return false;
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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<u8> data(width * height * 4);
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	glActiveTexture(GL_TEXTURE9);
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	glBindTexture(textarget, tex);
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	glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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	TextureCache::SetStage();
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	return TextureToPng(data.data(), width * 4, filename, width, height, true);
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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 (auto& gtex : s_Textures)
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			if (gtex == texture)
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				gtex = 0;
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		glDeleteTextures(1, &texture);
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		texture = 0;
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	}
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	if (framebuffer)
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	{
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		glDeleteFramebuffers(1, &framebuffer);
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		framebuffer = 0;
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	}
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config)
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: TCacheEntryBase(_config)
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{
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	glGenTextures(1, &texture);
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	framebuffer = 0;
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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_ARRAY, 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 std::string& filename, unsigned int level)
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{
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	return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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	TCacheEntry* entry = new TCacheEntry(config);
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	glActiveTexture(GL_TEXTURE9);
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	glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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	if (config.rendertarget)
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	{
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		for (u32 level = 0; level <= config.levels; level++)
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		{
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			glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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		}
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		glGenFramebuffers(1, &entry->framebuffer);
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		FramebufferManager::SetFramebuffer(entry->framebuffer);
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		FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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	}
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	TextureCache::SetStage();
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	return entry;
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}
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void TextureCache::TCacheEntry::Load(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 (level >= config.levels)
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		PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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	if (width != std::max(1u, config.width >> level) || height != std::max(1u, config.height >> level))
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		PanicAlert("size of level %d must be %dx%d, but %dx%d requested",
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		           level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height);
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	glActiveTexture(GL_TEXTURE9);
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	glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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	if (expanded_width != width)
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		glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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	glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
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	if (expanded_width != width)
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		glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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	TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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	PEControl::PixelFormat 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 == PEControl::Z24) ?
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		FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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		FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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	FramebufferManager::SetFramebuffer(framebuffer);
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	OpenGL_BindAttributelessVAO();
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	glActiveTexture(GL_TEXTURE9);
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	glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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	if (scaleByHalf)
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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, config.width, config.height);
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	GLuint uniform_location;
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	if (srcFormat == PEControl::Z24)
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	{
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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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		uniform_location = s_DepthCopyPositionUniform;
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	}
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	else
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	{
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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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		uniform_location = s_ColorCopyPositionUniform;
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	}
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	TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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	glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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		static_cast<float>(R.right), static_cast<float>(R.bottom));
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	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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	if (!g_ActiveConfig.bSkipEFBCopyToRam)
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	{
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		int encoded_size = TextureConverter::EncodeToRamFromTexture(
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			dstAddr,
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			read_texture,
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			srcFormat == PEControl::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(dstAddr);
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		u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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		size_in_bytes = (u32)encoded_size;
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		TextureCache::MakeRangeDynamic(dstAddr, encoded_size);
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		hash = new_hash;
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	}
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	FramebufferManager::SetFramebuffer(0);
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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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	CompileShaders();
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	s_ActiveTexture = -1;
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	for (auto& gtex : s_Textures)
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		gtex = -1;
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	if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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	{
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		s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, 1024*1024);
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		glGenTextures(1, &s_palette_resolv_texture);
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		glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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		glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
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	}
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}
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TextureCache::~TextureCache()
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{
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	DeleteShaders();
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	if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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	{
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		delete s_palette_stream_buffer;
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		s_palette_stream_buffer = nullptr;
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		glDeleteTextures(1, &s_palette_resolv_texture);
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	}
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}
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void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage()
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{
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	// -1 is the initial value as we don't know which texture should be bound
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	if (s_ActiveTexture != (u32)-1)
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		glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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void TextureCache::CompileShaders()
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{
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	const char *pColorMatrixProg =
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		"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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		"uniform vec4 colmat[7];\n"
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		"in vec3 f_uv0;\n"
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		"out vec4 ocol0;\n"
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		"\n"
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		"void main(){\n"
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		"	vec4 texcol = texture(samp9, f_uv0);\n"
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		"	texcol = round(texcol * colmat[5]) * colmat[6];\n"
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		"	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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		"}\n";
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	const char *pDepthMatrixProg =
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		"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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		"uniform vec4 colmat[5];\n"
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		"in vec3 f_uv0;\n"
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		"out vec4 ocol0;\n"
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		"\n"
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		"void main(){\n"
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		"	vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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		"	int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
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		// Convert to Z24 format
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		"	ivec4 workspace;\n"
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		"	workspace.r = (depth >> 16) & 255;\n"
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		"	workspace.g = (depth >> 8) & 255;\n"
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		"	workspace.b = depth & 255;\n"
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		// Convert to Z4 format
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		"	workspace.a = (depth >> 16) & 0xF0;\n"
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		// Normalize components to [0.0..1.0]
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		"	texcol = vec4(workspace) / 255.0;\n"
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		"	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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		"}\n";
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	const char *VProgram =
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		"out vec3 %s_uv0;\n"
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		"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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		"uniform vec4 copy_position;\n" // left, top, right, bottom
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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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		"	%s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\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 *GProgram = g_ActiveConfig.iStereoMode > 0 ?
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		"layout(triangles) in;\n"
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		"layout(triangle_strip, max_vertices = 6) out;\n"
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		"in vec3 v_uv0[3];\n"
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		"out vec3 f_uv0;\n"
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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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		"	int layers = textureSize(samp9, 0).z;\n"
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		"	for (int layer = 0; layer < layers; ++layer) {\n"
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		"		for (int i = 0; i < 3; ++i) {\n"
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		"			f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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		"			gl_Position = gl_in[i].gl_Position;\n"
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		"			gl_Layer = layer;\n"
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		"			EmitVertex();\n"
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		"		}\n"
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		"		EndPrimitive();\n"
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		"	}\n"
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		"}\n" : nullptr;
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	const char* prefix = (GProgram == nullptr) ? "f" : "v";
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	const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
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	ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
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	ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
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	s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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	s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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	s_ColorCbufid = -1;
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	s_DepthCbufid = -1;
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	s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
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	s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
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	std::string palette_shader =
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		R"GLSL(
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		uniform int texture_buffer_offset;
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		uniform float multiplier;
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		SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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		SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
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		in vec3 f_uv0;
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		out vec4 ocol0;
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		int Convert3To8(int v)
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		{
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			// Swizzle bits: 00000123 -> 12312312
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			return (v << 5) | (v << 2) | (v >> 1);
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		}
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		int Convert4To8(int v)
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		{
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			// Swizzle bits: 00001234 -> 12341234
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			return (v << 4) | v;
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		}
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		int Convert5To8(int v)
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		{
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			// Swizzle bits: 00012345 -> 12345123
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			return (v << 3) | (v >> 2);
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		}
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		int Convert6To8(int v)
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		{
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			// Swizzle bits: 00123456 -> 12345612
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			return (v << 2) | (v >> 4);
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		}
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		float4 DecodePixel_RGB5A3(int val)
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		{
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			int r,g,b,a;
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			if ((val&0x8000) > 0)
 | 
						|
			{
 | 
						|
				r=Convert5To8((val>>10) & 0x1f);
 | 
						|
				g=Convert5To8((val>>5 ) & 0x1f);
 | 
						|
				b=Convert5To8((val    ) & 0x1f);
 | 
						|
				a=0xFF;
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				a=Convert3To8((val>>12) & 0x7);
 | 
						|
				r=Convert4To8((val>>8 ) & 0xf);
 | 
						|
				g=Convert4To8((val>>4 ) & 0xf);
 | 
						|
				b=Convert4To8((val    ) & 0xf);
 | 
						|
			}
 | 
						|
			return float4(r, g, b, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		float4 DecodePixel_RGB565(int val)
 | 
						|
		{
 | 
						|
			int r, g, b, a;
 | 
						|
			r = Convert5To8((val >> 11) & 0x1f);
 | 
						|
			g = Convert6To8((val >> 5) & 0x3f);
 | 
						|
			b = Convert5To8((val) & 0x1f);
 | 
						|
			a = 0xFF;
 | 
						|
			return float4(r, g, b, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		float4 DecodePixel_IA8(int val)
 | 
						|
		{
 | 
						|
			int i = val & 0xFF;
 | 
						|
			int a = val >> 8;
 | 
						|
			return float4(i, i, i, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		void main()
 | 
						|
		{
 | 
						|
			int src = int(round(texture(samp9, f_uv0).r * multiplier));
 | 
						|
			src = int(texelFetch(samp10, src + texture_buffer_offset).r);
 | 
						|
			src = ((src << 8) & 0xFF00) | (src >> 8);
 | 
						|
			ocol0 = DECODE(src);
 | 
						|
		}
 | 
						|
		)GLSL";
 | 
						|
 | 
						|
	if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
	{
 | 
						|
		ProgramShaderCache::CompileShader(
 | 
						|
			s_palette_pixel_shader[GX_TL_IA8],
 | 
						|
			StringFromFormat(VProgram, prefix, prefix).c_str(),
 | 
						|
			("#define DECODE DecodePixel_IA8" + palette_shader).c_str(),
 | 
						|
			GProgram);
 | 
						|
		s_palette_buffer_offset_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
 | 
						|
		s_palette_multiplier_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
 | 
						|
		s_palette_copy_position_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
 | 
						|
 | 
						|
		ProgramShaderCache::CompileShader(
 | 
						|
			s_palette_pixel_shader[GX_TL_RGB565],
 | 
						|
			StringFromFormat(VProgram, prefix, prefix).c_str(),
 | 
						|
			("#define DECODE DecodePixel_RGB565" + palette_shader).c_str(),
 | 
						|
			GProgram);
 | 
						|
		s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
 | 
						|
		s_palette_multiplier_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
 | 
						|
		s_palette_copy_position_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
 | 
						|
 | 
						|
		ProgramShaderCache::CompileShader(
 | 
						|
			s_palette_pixel_shader[GX_TL_RGB5A3],
 | 
						|
			StringFromFormat(VProgram, prefix, prefix).c_str(),
 | 
						|
			("#define DECODE DecodePixel_RGB5A3" + palette_shader).c_str(),
 | 
						|
			GProgram);
 | 
						|
		s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
 | 
						|
		s_palette_multiplier_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
 | 
						|
		s_palette_copy_position_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::DeleteShaders()
 | 
						|
{
 | 
						|
	s_ColorMatrixProgram.Destroy();
 | 
						|
	s_DepthMatrixProgram.Destroy();
 | 
						|
 | 
						|
	if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
		for (auto& shader : s_palette_pixel_shader)
 | 
						|
			shader.Destroy();
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted, void* palette, TlutFormat format)
 | 
						|
{
 | 
						|
	if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
		return;
 | 
						|
 | 
						|
	g_renderer->ResetAPIState();
 | 
						|
 | 
						|
	TCacheEntry* entry = (TCacheEntry*) _entry;
 | 
						|
	TCacheEntry* unconverted = (TCacheEntry*) _unconverted;
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE9);
 | 
						|
	glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
 | 
						|
	g_sampler_cache->BindNearestSampler(9);
 | 
						|
 | 
						|
	FramebufferManager::SetFramebuffer(entry->framebuffer);
 | 
						|
	glViewport(0, 0, entry->config.width, entry->config.height);
 | 
						|
	s_palette_pixel_shader[format].Bind();
 | 
						|
 | 
						|
	int size = unconverted->format == 0 ? 32 : 512;
 | 
						|
	auto buffer = s_palette_stream_buffer->Map(size);
 | 
						|
	memcpy(buffer.first, palette, size);
 | 
						|
	s_palette_stream_buffer->Unmap(size);
 | 
						|
	glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
 | 
						|
	glUniform1f(s_palette_multiplier_uniform[format], unconverted->format == 0 ? 15.0f : 255.0f);
 | 
						|
	glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE10);
 | 
						|
	glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
 | 
						|
	g_sampler_cache->BindNearestSampler(10);
 | 
						|
 | 
						|
	OpenGL_BindAttributelessVAO();
 | 
						|
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
						|
 | 
						|
	FramebufferManager::SetFramebuffer(0);
 | 
						|
	g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
}
 |