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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Remove old XFB logic
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@ -41,11 +41,6 @@ static GLuint s_dstTexture = 0; // for encoding to RAM
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const int renderBufferWidth = EFB_WIDTH * 4;
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const int renderBufferHeight = 1024;
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static SHADER s_rgbToYuyvProgram;
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static int s_rgbToYuyvUniform_loc;
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static SHADER s_yuyvToRgbProgram;
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struct EncodingProgram
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{
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SHADER program;
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@ -56,87 +51,6 @@ static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
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static GLuint s_PBO = 0; // for readback with different strides
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static void CreatePrograms()
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{
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/* TODO: Accuracy Improvements
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*
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* This shader doesn't really match what the GameCube does internally in the
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* copy pipeline.
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* 1. It uses OpenGL's built in filtering when yscaling, someone could work
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* out how the copypipeline does it's filtering and implement it correctly
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* in this shader.
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* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
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* Isn't really needed on non-interlaced monitors (and would lower quality;
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* But hey, accuracy!)
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* 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
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* UV channels, centering the U channel on the Left pixel and the V channel
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* on the Right pixel.
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* The current implementation Centers both UV channels at the same place
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* inbetween the two Pixels, and only blurs over these two pixels.
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*/
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// Output is BGRA because that is slightly faster than RGBA.
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const char* VProgramRgbToYuyv =
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"out vec2 uv0;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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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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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
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"}\n";
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const char* FProgramRgbToYuyv =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
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" vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
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" vec3 c01 = (c0 + c1) * 0.5;\n"
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" vec3 y_const = vec3(0.257,0.504,0.098);\n"
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" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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" vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
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" vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
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" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + "
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"const3;\n"
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"}\n";
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ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
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s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
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/* TODO: Accuracy Improvements
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*
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* The YVYU to RGB conversion here matches the RGB to YUYV done above, but
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* if a game modifies or adds images to the XFB then it should be using the
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* same algorithm as the flipper, and could result in slight color inaccuracies
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* when run back through this shader.
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*/
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const char* VProgramYuyvToRgb = "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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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const char* FProgramYuyvToRgb = "SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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// We switch top/bottom here. TODO: move this to screen blit.
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" ivec2 ts = textureSize(samp9, 0);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
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" float y = mix(c0.r, c0.b, (uv.x & 1) == 1);\n"
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" float yComp = 1.164 * (y - 0.0625);\n"
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" float uComp = c0.g - 0.5;\n"
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" float vComp = c0.a - 0.5;\n"
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" ocol0 = vec4(yComp + (1.596 * vComp),\n"
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" yComp - (0.813 * vComp) - (0.391 * uComp),\n"
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" yComp + (2.018 * uComp),\n"
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" 1.0);\n"
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"}\n";
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ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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}
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static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
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{
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auto iter = s_encoding_programs.find(params);
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@ -191,8 +105,6 @@ void Init()
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FramebufferManager::SetFramebuffer(0);
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glGenBuffers(1, &s_PBO);
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CreatePrograms();
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}
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void Shutdown()
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@ -202,9 +114,6 @@ void Shutdown()
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glDeleteBuffers(1, &s_PBO);
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glDeleteFramebuffers(2, s_texConvFrameBuffer);
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s_rgbToYuyvProgram.Destroy();
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s_yuyvToRgbProgram.Destroy();
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for (auto& program : s_encoding_programs)
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program.second.program.Destroy();
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s_encoding_programs.clear();
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@ -297,64 +206,6 @@ void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 nativ
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g_renderer->RestoreAPIState();
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth,
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u32 dstStride, u32 dstHeight)
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{
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g_renderer->ResetAPIState();
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s_rgbToYuyvProgram.Bind();
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glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left),
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static_cast<float>(sourceRc.top), static_cast<float>(sourceRc.right),
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static_cast<float>(sourceRc.bottom));
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// We enable linear filtering, because the GameCube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true, 1.0f);
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FramebufferManager::SetFramebuffer(0);
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OGLTexture::DisableStage(0);
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g_renderer->RestoreAPIState();
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}
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// Should be scale free.
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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u8* srcAddr = Memory::GetPointer(xfbAddr);
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if (!srcAddr)
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{
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WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
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return;
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}
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g_renderer->ResetAPIState(); // reset any game specific settings
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OpenGL_BindAttributelessVAO();
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// switch to texture converter frame buffer
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// attach destTexture as color destination
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY,
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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_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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srcAddr);
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, srcWidth, srcHeight);
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s_yuyvToRgbProgram.Bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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} // namespace
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} // namespace OGL
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