Merge branch 'master' into GLSL-master

Conflicts:
	Source/Core/DolphinWX/Src/VideoConfigDiag.h
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
This commit is contained in:
degasus
2012-12-27 10:36:54 +01:00
316 changed files with 27897 additions and 22577 deletions

View File

@ -58,6 +58,14 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
static GLuint s_decode_VBO = 0;
static GLuint s_decode_VAO = 0;
static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
@ -194,9 +202,40 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
void Init()
{
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_encode_VBO );
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;
glGenBuffers(1, &s_decode_VBO );
glGenVertexArrays(1, &s_decode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBindVertexArray( s_decode_VAO );
s_cached_srcWidth = -1;
s_cached_srcHeight = -1;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
s_srcTextureWidth = 0;
@ -216,6 +255,10 @@ void Shutdown()
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
glDeleteBuffers(1, &s_decode_VBO );
glDeleteVertexArrays(1, &s_decode_VAO );
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
@ -265,13 +308,33 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
// Draw...
glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_sourceRc = sourceRc;
}
glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
// .. and then read back the results.
@ -431,18 +494,41 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd();
if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
GLfloat vertices[] = {
1.f, -1.f,
(float)srcFmtWidth, (float)srcHeight,
1.f, 1.f,
(float)srcFmtWidth, 0.f,
-1.f, 1.f,
0.f, 0.f,
-1.f, -1.f,
0.f, (float)srcHeight
};
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_srcHeight = srcHeight;
s_cached_srcWidth = srcWidth;
}
glBindVertexArray( s_decode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureCache::DisableStage(0);
TextureCache::DisableStage(0);
VertexShaderManager::SetViewportChanged();