forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1688 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			225 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 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 "TextureConverter.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderManager.h"
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#include "Globals.h"
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#include "GLUtil.h"
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#include "Render.h"
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namespace TextureConverter
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{
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static GLuint s_frameBuffer = 0;
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static GLuint s_srcTexture = 0;			// for decoding from RAM
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static GLuint s_dstRenderBuffer = 0;	// for encoding to RAM
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const int renderBufferWidth = 1024;
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const int renderBufferHeight = 1024;
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static FRAGMENTSHADER s_rgbToYuyvProgram;
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static FRAGMENTSHADER s_yuyvToRgbProgram;
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void CreateRgbToYuyvProgram()
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{
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	// output is BGRA because that is slightly faster than RGBA
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  char *FProgram = (char *)
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	"uniform samplerRECT samp0 : register(s0);\n"	
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	"void main(\n"
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	"  out float4 ocol0 : COLOR0,\n"
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	"  in float2 uv0 : TEXCOORD0)\n"
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	"{\n"		
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	"  float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
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	"  float3 c0 = texRECT(samp0, uv0).rgb;\n"
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	"  float3 c1 = texRECT(samp0, uv1).rgb;\n"
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	"  float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
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	"  float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
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	"  float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
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	"  float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"	
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	"  ocol0 = float4(y1, u0, y0, v1);\n"
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	"}\n";
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	if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
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        ERROR_LOG("Failed to create RGB to YUYV fragment program\n");
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    }
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}
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void CreateYuyvToRgbProgram()
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{
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  char *FProgram = (char *)
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	"uniform samplerRECT samp0 : register(s0);\n"	
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	"void main(\n"
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	"  out float4 ocol0 : COLOR0,\n"
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	"  in float2 uv0 : TEXCOORD0)\n"
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	"{\n"		
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	"  float4 c0 = texRECT(samp0, uv0).rgba;\n"
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	"  float f = step(0.5, frac(uv0.x));\n"
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	"  float y = lerp(c0.b, c0.r, f);\n"
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	"  float yComp = 1.164f * (y - 0.0625f);\n"
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	"  float uComp = c0.g - 0.5f;\n"
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	"  float vComp = c0.a - 0.5f;\n"
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    "  ocol0 = float4(yComp + (1.596f * vComp),\n"
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	"                 yComp - (0.813f * vComp) - (0.391f * uComp),\n"
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	"                 yComp + (2.018f * uComp),\n"
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	"                 1.0f);\n"
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	"}\n";
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	if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
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        ERROR_LOG("Failed to create YUYV to RGB fragment program\n");
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    }
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}
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void Init()
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{
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	glGenFramebuffersEXT( 1, &s_frameBuffer);
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	glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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	glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
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	glGenTextures(1, &s_srcTexture);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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	glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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	CreateRgbToYuyvProgram();
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	CreateYuyvToRgbProgram();
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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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	glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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	glDeleteFramebuffersEXT(1, &s_frameBuffer);	
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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				 u8* destAddr, int dstWidth, int dstHeight)
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{
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	Renderer::SetRenderMode(Renderer::RM_Normal);
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	Renderer::ResetGLState();
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	float dstFormatFactor = 0.5f;
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	float dstFmtWidth = dstWidth * dstFormatFactor;
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	// switch to texture converter frame buffer
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	// attach render buffer as color destination
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	Renderer::SetFramebuffer(s_frameBuffer);
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	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);	
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	GL_REPORT_ERRORD();
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	// set source texture
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	glActiveTexture(GL_TEXTURE0);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
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	glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    TextureMngr::EnableTexRECT(0);
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	for (int i = 1; i < 8; ++i)
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		TextureMngr::DisableStage(i);	
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	GL_REPORT_ERRORD();
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	glViewport(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight);
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	glEnable(GL_FRAGMENT_PROGRAM_ARB);
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    glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid);	
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	glBegin(GL_QUADS);
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    glTexCoord2f((float)sourceRc.left, (float)sourceRc.top);     glVertex2f(-1,-1);
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	glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom);  glVertex2f(-1,1);
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    glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
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    glTexCoord2f((float)sourceRc.right, (float)sourceRc.top);    glVertex2f(1,-1);
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    glEnd();
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	GL_REPORT_ERRORD();
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	// TODO: this is real slow. try using a pixel buffer object.
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	glReadPixels(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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	GL_REPORT_ERRORD();
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	Renderer::SetFramebuffer(0);
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    Renderer::RestoreGLState();
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    VertexShaderManager::SetViewportChanged();
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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    TextureMngr::DisableStage(0);
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	Renderer::RestoreGLState();
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    GL_REPORT_ERRORD();
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}
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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	Renderer::SetRenderMode(Renderer::RM_Normal);
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	Renderer::ResetGLState();
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	float srcFormatFactor = 0.5f;
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	float srcFmtWidth = srcWidth * srcFormatFactor;
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	// swich to texture converter frame buffer
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	// attach destTexture as color destination
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	Renderer::SetFramebuffer(s_frameBuffer);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);	
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	glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 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);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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	// TODO: this is slow. try using a pixel buffer object.
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    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);	
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    TextureMngr::EnableTexRECT(0);
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    for (int i = 1; i < 8; ++i)
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		TextureMngr::DisableStage(i);
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	glViewport(0, 0, srcWidth, srcHeight);
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	glEnable(GL_FRAGMENT_PROGRAM_ARB);
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    glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);	
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	GL_REPORT_ERRORD();
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    glBegin(GL_QUADS);
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	glTexCoord2f(srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
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	glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
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	glTexCoord2f(0, 0); glVertex2f(-1,1);
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	glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
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    glEnd();	
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	// reset state
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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    TextureMngr::DisableStage(0);
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	VertexShaderManager::SetViewportChanged();
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	Renderer::RestoreGLState();
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    GL_REPORT_ERRORD();
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}
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}
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