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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Merge branch 'arb_framebuffer' into GLSL-master
Conflicts: Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp 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:
@ -106,9 +106,6 @@ namespace OGL
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static int s_fps = 0;
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static GLuint s_ShowEFBCopyRegions_VBO = 0;
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static GLuint s_ShowEFBCopyRegions_VAO = 0;
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static GLuint s_Swap_VBO = 0;
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static GLuint s_Swap_VAO[2];
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static TargetRectangle s_cached_targetRc;
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static RasterFont* s_pfont = NULL;
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@ -117,7 +114,6 @@ static int s_MSAASamples = 1;
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static int s_MSAACoverageSamples = 0;
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static int s_LastMultisampleMode = 0;
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bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp
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static bool s_bHaveCoverageMSAA = false;
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static u32 s_blendMode;
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@ -187,10 +183,6 @@ static const GLenum glLogicOpCodes[16] = {
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int GetNumMSAASamples(int MSAAMode)
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{
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// required for MSAA
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if (!s_bHaveFramebufferBlit)
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return 1;
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switch (MSAAMode)
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{
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case MULTISAMPLE_OFF:
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@ -242,16 +234,7 @@ Renderer::Renderer()
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s_fps=0;
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s_ShowEFBCopyRegions_VBO = 0;
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s_Swap_VBO = 0;
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s_blendMode = 0;
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// should be invalid, so there will be an upload on the first call
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s_cached_targetRc.bottom = -1;
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s_cached_targetRc.top = -1;
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s_cached_targetRc.left = -1;
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s_cached_targetRc.right = -1;
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InitFPSCounter();
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// Look for required extensions.
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@ -291,13 +274,6 @@ Renderer::Renderer()
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return; // TODO: fail
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}
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if (!GLEW_EXT_framebuffer_object)
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{
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ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets.\n"
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"GPU: Does your video card support OpenGL 2.x?");
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bSuccess = false;
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}
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if (!GLEW_EXT_secondary_color)
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_EXT_secondary_color.\n"
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@ -305,6 +281,13 @@ Renderer::Renderer()
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bSuccess = false;
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}
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if (!GLEW_ARB_framebuffer_object)
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{
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ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_ARB_framebufer_object for multiple render targets.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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if (!GLEW_ARB_vertex_array_object)
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
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@ -312,7 +295,6 @@ Renderer::Renderer()
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bSuccess = false;
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}
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if (glewIsSupported("GL_ARB_blend_func_extended"))
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@ -396,7 +378,7 @@ Renderer::Renderer()
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g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
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s_MSAASamples, s_MSAACoverageSamples);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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@ -412,30 +394,10 @@ Renderer::Renderer()
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glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
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glGenBuffers(1, &s_Swap_VBO);
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glGenVertexArrays(2, s_Swap_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBindVertexArray(s_Swap_VAO[0]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glBindVertexArray(s_Swap_VAO[1]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
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// TODO: this after merging with graphic_update
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -455,7 +417,7 @@ Renderer::Renderer()
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
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glBlendColorEXT(0, 0, 0, 0.5f);
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glBlendColor(0, 0, 0, 0.5f);
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glClearDepth(1.0f);
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// legacy multitexturing: select texture channel only.
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@ -476,8 +438,6 @@ Renderer::~Renderer()
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glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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glDeleteBuffers(1, &s_Swap_VBO);
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glDeleteVertexArrays(2, s_Swap_VAO);
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s_ShowEFBCopyRegions_VBO = 0;
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delete s_pfont;
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@ -627,8 +587,8 @@ void Renderer::DrawDebugInfo()
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glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
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// TODO: this after merging with graphic_update
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Restore Line Size
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glLineWidth(lSize);
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@ -789,7 +749,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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// Resolve our rectangle.
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FramebufferManager::GetEFBDepthTexture(efbPixelRc);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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}
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u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
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@ -838,7 +798,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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// Resolve our rectangle.
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FramebufferManager::GetEFBColorTexture(efbPixelRc);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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}
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u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
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@ -1098,7 +1058,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// Textured triangles are necessary because of post-processing shaders
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// Disable all other stages
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for (int i = 1; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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OGL::TextureCache::DisableStage(i);
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// Update GLViewPort
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@ -1106,26 +1066,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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GL_REPORT_ERRORD();
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// Copy the framebuffer to screen.
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// Texture map s_xfbTexture onto the main buffer
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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// Use linear filtering.
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// We must call ApplyShader here even if no post proc is selected - it takes
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// care of disabling it in that case. It returns false in case of no post processing.
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bool applyShader = PostProcessing::ApplyShader();
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//bool applyShader = PostProcessing::ApplyShader();
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// degasus: disabled for blitting
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// Copy the framebuffer to screen.
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const XFBSourceBase* xfbSource = NULL;
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if(g_ActiveConfig.bUseXFB)
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{
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// draw each xfb source
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // switch to the window backbuffer
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// draw each xfb source
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
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for (u32 i = 0; i < xfbCount; ++i)
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{
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@ -1135,10 +1091,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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if (g_ActiveConfig.bUseRealXFB)
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{
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drawRc.top = 1;
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drawRc.bottom = -1;
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drawRc.left = -1;
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drawRc.right = 1;
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drawRc.top = flipped_trc.top;
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drawRc.bottom = flipped_trc.bottom;
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drawRc.left = flipped_trc.left;
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drawRc.right = flipped_trc.right;
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}
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else
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{
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@ -1146,12 +1102,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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int xfbHeight = xfbSource->srcHeight;
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
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drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
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drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
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drawRc.left = -(xfbWidth / (float)fbWidth);
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drawRc.right = (xfbWidth / (float)fbWidth);
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drawRc.top = flipped_trc.bottom + (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
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drawRc.bottom = flipped_trc.bottom + hOffset * flipped_trc.GetHeight() / fbHeight;
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drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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// The following code disables auto stretch. Kept for reference.
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// scale draw area for a 1 to 1 pixel mapping with the draw target
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//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
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@ -1171,64 +1127,28 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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sourceRc.bottom = xfbSource->sourceRc.bottom;
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xfbSource->Draw(sourceRc, drawRc, 0, 0);
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// We must call ApplyShader here even if no post proc is selected.
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// It takes care of disabling it in that case. It returns false in
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// case of no post processing.
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if (applyShader)
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ProgramShaderCache::SetBothShaders(0, 0);
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}
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}
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else
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{
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TargetRectangle targetRc = ConvertEFBRectangle(rc);
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GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if(!( s_cached_targetRc == targetRc)) {
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GLfloat vertices[] = {
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-1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.top,
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0.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.top,
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1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
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1.0f, 0.0f
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};
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// for msaa mode, we must resolve the efb content to non-msaa
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FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real buffer now. (resolve have changed this in msaa mode)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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// always the non-msaa fbo
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GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer();
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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// TODO: this after merging with graphic_update
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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s_cached_targetRc = targetRc;
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}
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glBindVertexArray(s_Swap_VAO[applyShader]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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if(applyShader)
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ProgramShaderCache::SetBothShaders(0, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
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glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
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flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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OGL::TextureCache::DisableStage(0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Save screenshot
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if (s_bScreenshot)
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@ -1389,7 +1309,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
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s_MSAASamples, s_MSAACoverageSamples);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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}
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}
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