forked from dolphin-emu/dolphin
		
	8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly. Also we don't rely on exact 8 bit resolution.
		
			
				
	
	
		
			498 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			498 lines
		
	
	
		
			15 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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| 
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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 "OnScreenDisplay.h"
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| #include "GLFunctions.h"
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| #include "DriverDetails.h"
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| 
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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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| 
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| namespace OGL
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| {
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| 
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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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| 
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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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| 
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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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| 
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| GLuint FramebufferManager::m_xfbFramebuffer;
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| 
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| // reinterpret pixel format
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| GLuint FramebufferManager::m_pixel_format_vao;
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| GLuint FramebufferManager::m_pixel_format_vbo;
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| SHADER FramebufferManager::m_pixel_format_shaders[2];
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| 
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| 
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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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| 	
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| 	m_targetWidth = targetWidth;
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| 	m_targetHeight = targetHeight;
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| 
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| 	m_msaaSamples = msaaSamples;
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| 	m_msaaCoverageSamples = msaaCoverageSamples;
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| 
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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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| 
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| 	// Create EFB target.
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| 	u32 depthType;
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| 	if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
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| 	{
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| 		depthType = GL_DEPTH_COMPONENT;
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| 	}
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| 	else
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| 	{
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| 		depthType = GL_DEPTH_COMPONENT24;
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| 	}
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| 	glGenFramebuffers(1, &m_efbFramebuffer);
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| 	glActiveTexture(GL_TEXTURE0 + 9);
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| 
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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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| 
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| 		GLuint glObj[3];
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| 		glGenTextures(3, glObj);
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| 		m_efbColor = glObj[0];
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| 		m_efbDepth = glObj[1];
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| 		m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
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| 
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| 		glBindTexture(getFbType(), m_efbColor);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 		glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| 
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| 		glBindTexture(getFbType(), m_efbDepth);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 		glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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| 		
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| 		glBindTexture(getFbType(), m_resolvedColorTexture);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 		glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| 
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| 		// Bind target textures to the EFB framebuffer.
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| 
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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| 
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| 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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| 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_efbDepth, 0);
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| 
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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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| 
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| 		// Create EFB target renderbuffers.
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| 
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| 		GLuint glObj[2];
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| 		glGenRenderbuffers(2, glObj);
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| 		m_efbColor = glObj[0];
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| 		m_efbDepth = glObj[1];
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| 
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| 		glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
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| 		if (m_msaaCoverageSamples)
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| 			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
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| 		else
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| 			glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
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| 
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| 		glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
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| 		if (m_msaaCoverageSamples)
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| 			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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| 		else
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| 			glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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| 
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| 		glBindRenderbuffer(GL_RENDERBUFFER, 0);
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| 
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| 		// Bind target renderbuffers to EFB framebuffer.
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| 
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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| 
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| 		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
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| 		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
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| 
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| 		GL_REPORT_FBO_ERROR();
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| 
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| 		// Create resolved targets for transferring multisampled EFB to texture.
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| 
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| 		glGenFramebuffers(1, &m_resolvedFramebuffer);
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| 
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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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| 
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| 		glBindTexture(getFbType(), m_resolvedColorTexture);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 		glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| 
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| 		glBindTexture(getFbType(), m_resolvedDepthTexture);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 		glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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| 
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| 		// Bind resolved textures to resolved framebuffer.
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| 
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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| 
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| 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_resolvedColorTexture, 0);
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| 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_resolvedDepthTexture, 0);
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| 
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| 		GL_REPORT_FBO_ERROR();
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| 
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| 		// Return to EFB framebuffer.
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| 
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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| 	}
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| 	// Create XFB framebuffer; targets will be created elsewhere.
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| 
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| 	glGenFramebuffers(1, &m_xfbFramebuffer);
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| 	
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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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| 	glClearDepthf(1.0f);
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| 	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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| 	
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| 	// reinterpret pixel format
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| 	glGenBuffers(1, &m_pixel_format_vbo);
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| 	glGenVertexArrays(1, &m_pixel_format_vao);
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| 	glBindVertexArray(m_pixel_format_vao);
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| 	glBindBuffer(GL_ARRAY_BUFFER, m_pixel_format_vbo);
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| 	glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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| 	glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*2, NULL);
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| 	
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| 	float vertices[] = {
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| 		-1.0,	-1.0,
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| 		1.0,	-1.0,
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| 		-1.0,	1.0,
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| 		1.0,	1.0,
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| 	};
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| 	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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| 	
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| 	char vs[] = 
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| 		"ATTRIN vec2 rawpos;\n"
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| 		"void main(void) {\n"
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| 		"	gl_Position = vec4(rawpos,0,1);\n"
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| 		"}\n";
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| 	
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| 	char ps_rgba6_to_rgb8[] = 
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| 		"uniform sampler2DRect samp9;\n"
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| 		"COLOROUT(ocol0)\n"
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| 		"void main()\n"
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| 		"{\n"
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| 		"	ivec4 src6 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 63.f));\n"
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| 		"	ivec4 dst8;\n"
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| 		"	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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| 		"	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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| 		"	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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| 		"	dst8.a = 255;\n"
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| 		"	ocol0 = float4(dst8) / 255.f;\n"
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| 		"}";
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| 		
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| 	char ps_rgb8_to_rgba6[] = 
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| 		"uniform sampler2DRect samp9;\n"
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| 		"COLOROUT(ocol0)\n"
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| 		"void main()\n"
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| 		"{\n"
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| 		"	ivec4 src8 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 255.f));\n"
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| 		"	ivec4 dst6;\n"
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| 		"	dst6.r = src8.r >> 2;\n"
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| 		"	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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| 		"	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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| 		"	dst6.a = src8.b & 0x3F;\n"
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| 		"	ocol0 = float4(dst6) / 63.f;\n"
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| 		"}";
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| 	
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| 	if(g_ogl_config.eSupportedGLSLVersion != GLSLES2)
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| 	{
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| 		// HACK: This shaders aren't glsles2 compatible as glsles2 don't support bit operations
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| 		// it could be workaround by floor + frac + tons off additions, but I think it isn't worth 
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| 		ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
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| 		ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
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| 	}
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| }
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| 
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| FramebufferManager::~FramebufferManager()
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| {
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| 	glBindFramebuffer(GL_FRAMEBUFFER, 0);
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| 
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| 	GLuint glObj[3];
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| 
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| 	// Note: OpenGL deletion functions silently ignore parameters of "0".
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| 
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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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| 	glDeleteFramebuffers(3, glObj);
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| 	m_efbFramebuffer = 0;
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| 	m_xfbFramebuffer = 0;
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| 
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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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| 
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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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| 		glDeleteRenderbuffers(2, glObj);
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| 	m_efbColor = 0;
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| 	m_efbDepth = 0;
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| 	
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| 	// reinterpret pixel format
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| 	glDeleteVertexArrays(1, &m_pixel_format_vao);
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| 	glDeleteBuffers(1, &m_pixel_format_vbo);
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| 	m_pixel_format_shaders[0].Destroy();
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| 	m_pixel_format_shaders[1].Destroy();
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| }
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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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| 
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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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| 
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| 		// Resolve.
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| 		glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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| 		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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| 		glBlitFramebuffer(
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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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| 
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| 		// Return to EFB.
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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| 
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| 		return m_resolvedColorTexture;
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| 	}
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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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| 
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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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| 
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| 		// Resolve.
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| 		glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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| 		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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| 		glBlitFramebuffer(
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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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| 
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| 		// Return to EFB.
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| 		glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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| 
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| 		return m_resolvedDepthTexture;
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| 	}
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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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| 
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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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| 
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| void FramebufferManager::SetFramebuffer(GLuint fb)
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| {
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| 	glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
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| }
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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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| 
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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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| 
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| void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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| {
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| 	if(g_ogl_config.eSupportedGLSLVersion == GLSLES2) {
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| 		// This feature isn't supported by glsles2
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| 
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| 		// TODO: move this to InitBackendInfo
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| 		// We have to disable both the active and the stored config. Else we
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| 		// would either
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| 		// show this line per format change in one frame or
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| 		// once per frame.
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| 		OSD::AddMessage("Format Change Emulation isn't supported by your GPU.", 10000);
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| 		g_ActiveConfig.bEFBEmulateFormatChanges = false;
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| 		g_Config.bEFBEmulateFormatChanges = false;
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| 		return;
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| 	}
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| 	g_renderer->ResetAPIState();
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| 	
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| 	GLuint src_texture = 0;
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| 	
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| 	if(m_msaaSamples > 1)
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| 	{
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| 		// MSAA mode, so resolve first
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| 		glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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| 		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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| 		glBlitFramebuffer(
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| 			0, 0, m_targetWidth, m_targetHeight,
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| 			0, 0, m_targetWidth, m_targetHeight,
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| 			GL_COLOR_BUFFER_BIT, GL_NEAREST
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| 		);
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| 
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| 		// Return to EFB.
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| 		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
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| 		
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| 		src_texture = m_resolvedColorTexture;
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| 	}
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| 	else
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| 	{
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| 		// non-MSAA mode, so switch textures
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| 		src_texture = m_efbColor;
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| 		m_efbColor = m_resolvedColorTexture;
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| 		m_resolvedColorTexture = src_texture;
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| 		
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| 		// also switch them on fbo
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| 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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| 	}
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| 	glViewport(0,0, m_targetWidth, m_targetHeight);
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| 	glActiveTexture(GL_TEXTURE0 + 9);
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| 	glBindTexture(getFbType(), src_texture);
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| 	
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| 	m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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| 	glBindVertexArray(m_pixel_format_vao);
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| 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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| 	
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| 	g_renderer->RestoreAPIState();
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| }
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| 
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| XFBSource::~XFBSource()
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| {
 | |
| 	glDeleteTextures(1, &texture);
 | |
| }
 | |
| 
 | |
| 
 | |
| void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
 | |
| 		const MathUtil::Rectangle<float> &drawrc, int width, int height) const
 | |
| {
 | |
| 	// Texture map xfbSource->texture onto the main buffer
 | |
| 	glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
 | |
| 	glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
 | |
| 		drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
 | |
| 		GL_COLOR_BUFFER_BIT, GL_LINEAR);
 | |
| 
 | |
| 	GL_REPORT_ERRORD();
 | |
| }
 | |
| 
 | |
| void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
 | |
| {
 | |
| 	TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
 | |
| }
 | |
| 
 | |
| void XFBSource::CopyEFB(float Gamma)
 | |
| {
 | |
| 	g_renderer->ResetAPIState();
 | |
| 	
 | |
| 	// Copy EFB data to XFB and restore render target again
 | |
| 	glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
 | |
| 	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
 | |
| 
 | |
| 	// Bind texture.
 | |
| 	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
 | |
| 	GL_REPORT_FBO_ERROR();
 | |
| 
 | |
| 	glBlitFramebuffer(
 | |
| 		0, 0, texWidth, texHeight,
 | |
| 		0, 0, texWidth, texHeight,
 | |
| 		GL_COLOR_BUFFER_BIT, GL_NEAREST
 | |
| 	);
 | |
| 
 | |
| 	// Return to EFB.
 | |
| 	FramebufferManager::SetFramebuffer(0);
 | |
| 	
 | |
| 	g_renderer->RestoreAPIState();
 | |
| 
 | |
| }
 | |
| 
 | |
| XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
 | |
| {
 | |
| 	GLuint texture;
 | |
| 
 | |
| 	glGenTextures(1, &texture);
 | |
| 	
 | |
| 	glActiveTexture(GL_TEXTURE0 + 9);
 | |
| 	glBindTexture(GL_TEXTURE_2D, texture);
 | |
| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
 | |
| 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 | |
| 
 | |
| 	return new XFBSource(texture);
 | |
| }
 | |
| 
 | |
| void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
 | |
| {
 | |
| 	*width = m_targetWidth;
 | |
| 	*height = m_targetHeight;
 | |
| }
 | |
| 
 | |
| }  // namespace OGL
 |