Added texture converter to convert textures between GX and GL formats using fragment programs. Currently only YUYV <-> RGB is supported, but other formats will be added in the future. Hopefully using fragment program conversion over the current software texture conversion will help movie playback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1107 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2008-11-10 07:12:14 +00:00
parent 814d3ddb0e
commit 9199d1a3bc
7 changed files with 351 additions and 9 deletions

View File

@ -25,6 +25,9 @@
#include "TextureMngr.h"
#include "VertexShaderManager.h"
#include "XFBConvert.h"
#include "TextureConverter.h"
#define XFB_USE_SHADERS 1
enum {
XFB_WIDTH = 640,
@ -33,6 +36,69 @@ enum {
// TODO: figure out what to do with PAL
};
#if XFB_USE_SHADERS
static GLuint xfb_decoded_texture;
void XFB_Init()
{
glGenTextures(1, &xfb_decoded_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
void XFB_Shutdown()
{
glDeleteTextures(1, &xfb_decoded_texture);
}
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
TRectangle renderSrcRc;
renderSrcRc.left = sourceRc.left;
renderSrcRc.right = sourceRc.right;
renderSrcRc.top = nBackbufferHeight - sourceRc.top;
renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom;
TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
}
void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
{
TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
OpenGL_Update(); // just updates the render window position and the backbuffer size
Renderer::ResetGLState();
TextureMngr::EnableTexRECT(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(width, 0 - yOffset); glVertex2f(1,-1);
glTexCoord2f(width, height - yOffset); glVertex2f(1,1);
glTexCoord2f(0, height - yOffset); glVertex2f(-1,1);
glTexCoord2f(0, 0 - yOffset); glVertex2f(-1,-1);
glEnd();
TextureMngr::DisableStage(0);
Renderer::SwapBuffers();
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
#else
static GLuint xfb_texture;
static u8 *xfb_buffer = 0;
static u8 *efb_buffer = 0;
@ -70,7 +136,7 @@ void XFB_Shutdown()
}
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt, float yScale)
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
@ -91,12 +157,10 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt,
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
float scaledTextureY = nBackbufferHeight - (nBackbufferHeight / yScale);
glBegin(GL_QUADS);
glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
glTexCoord2f(0, scaledTextureY); glVertex2f(-1,1);
glTexCoord2f(nBackbufferWidth, scaledTextureY); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
@ -159,3 +223,5 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
#endif