2009-07-28 15:32:10 -06:00
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// Copyright (C) 2003 Dolphin Project.
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2009-07-05 20:10:26 -06:00
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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 "TextureConverter.h"
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2009-09-06 07:36:05 -06:00
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#include "Render.h"
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extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
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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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2009-07-05 20:10:26 -06:00
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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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// EFB framebuffer is currently bound.
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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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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)
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{
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u8* xfb_in_ram = Memory_GetPtr(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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glBegin(GL_QUADS);
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glTexCoord2f(sourcerc.left, sourcerc.bottom);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
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glVertex2f(drawrc.left, drawrc.bottom);
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glTexCoord2f(sourcerc.left, sourcerc.top);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
|
|
|
|
glVertex2f(drawrc.left, drawrc.top);
|
2010-05-18 21:15:36 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glTexCoord2f(sourcerc.right, sourcerc.top);
|
|
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
|
|
|
|
glVertex2f(drawrc.right, drawrc.top);
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glTexCoord2f(sourcerc.right, sourcerc.bottom);
|
|
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
|
|
|
glVertex2f(drawrc.right, drawrc.bottom);
|
|
|
|
glEnd();
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
}
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
|
|
{
|
|
|
|
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
|
|
|
|
}
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
void XFBSource::CopyEFB()
|
|
|
|
{
|
2010-09-27 20:15:02 -06:00
|
|
|
// Copy EFB data to XFB and restore render target again
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2009-10-25 18:13:12 -06:00
|
|
|
#if 0
|
2009-07-05 20:10:26 -06:00
|
|
|
if (m_msaaSamples <= 1)
|
|
|
|
#else
|
|
|
|
if (!s_bHaveFramebufferBlit)
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
// Just copy the EFB directly.
|
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
|
|
|
|
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
|
2009-07-05 20:10:26 -06:00
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// OpenGL cannot copy directly from a multisampled framebuffer, so use
|
|
|
|
// EXT_framebuffer_blit.
|
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
|
|
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
|
2009-07-05 20:10:26 -06:00
|
|
|
|
|
|
|
// Bind texture.
|
2010-11-14 16:31:53 -07:00
|
|
|
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
|
2009-07-05 20:10:26 -06:00
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
|
|
|
|
glBlitFramebufferEXT(
|
2010-11-14 16:31:53 -07:00
|
|
|
0, 0, texWidth, texHeight,
|
|
|
|
0, 0, texWidth, texHeight,
|
2009-07-05 20:10:26 -06:00
|
|
|
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.
|
2010-11-14 16:31:53 -07:00
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
|
2009-07-05 20:10:26 -06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
|
2009-07-05 20:10:26 -06:00
|
|
|
{
|
2010-11-14 16:31:53 -07:00
|
|
|
GLuint texture;
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glGenTextures(1, &texture);
|
2010-03-09 23:45:13 -07:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
#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
|
2009-07-05 20:10:26 -06:00
|
|
|
{
|
2010-11-14 16:31:53 -07:00
|
|
|
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
|
|
|
|
// the image will be allocated by glCopyTexImage2D (later).
|
2009-07-05 20:10:26 -06:00
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
|
|
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
2009-07-05 20:10:26 -06:00
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
|
|
}
|
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
return new XFBSource(texture);
|
2009-09-03 14:37:35 -06:00
|
|
|
}
|
|
|
|
|
2010-11-14 16:31:53 -07:00
|
|
|
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
2009-09-03 14:37:35 -06:00
|
|
|
{
|
2010-11-14 16:31:53 -07:00
|
|
|
*width = m_targetWidth;
|
|
|
|
*height = m_targetHeight;
|
2009-09-03 14:37:35 -06:00
|
|
|
}
|