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VideoBackends: Support updated texture encoding shader generators
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@ -45,10 +45,12 @@ static int s_rgbToYuyvUniform_loc;
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static SHADER s_yuyvToRgbProgram;
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
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struct EncodingProgram
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{
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SHADER program;
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GLint copy_position_uniform;
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};
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static std::map<EFBCopyFormat, EncodingProgram> s_encoding_programs;
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static GLuint s_PBO = 0; // for readback with different strides
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@ -133,41 +135,37 @@ static void CreatePrograms()
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ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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}
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static SHADER& GetOrCreateEncodingShader(u32 format)
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static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyFormat& format)
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{
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if (format >= NUM_ENCODING_PROGRAMS)
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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}
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auto iter = s_encoding_programs.find(format);
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if (iter != s_encoding_programs.end())
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return iter->second;
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if (s_encodingPrograms[format].glprogid == 0)
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{
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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{
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static int counter = 0;
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std::string filename =
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StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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{
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static int counter = 0;
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std::string filename =
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StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, shader);
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}
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SaveData(filename, shader);
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}
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#endif
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const char* VProgram = "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* VProgram = "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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ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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EncodingProgram program;
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if (!ProgramShaderCache::CompileShader(program.program, VProgram, shader))
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PanicAlert("Failed to compile texture encoding shader.");
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s_encodingUniforms[format] =
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glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
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}
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return s_encodingPrograms[format];
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program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
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return s_encoding_programs.emplace(format, program).first->second;
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}
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void Init()
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@ -204,8 +202,9 @@ void Shutdown()
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s_rgbToYuyvProgram.Destroy();
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s_yuyvToRgbProgram.Destroy();
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for (auto& program : s_encodingPrograms)
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program.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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s_srcTexture = 0;
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s_dstTexture = 0;
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@ -271,23 +270,24 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyFormat& format, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
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{
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g_renderer->ResetAPIState();
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SHADER& texconv_shader = GetOrCreateEncodingShader(format);
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EncodingProgram& texconv_shader = GetOrCreateEncodingShader(format);
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texconv_shader.Bind();
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glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width,
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bScaleByHalf ? 2 : 1);
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texconv_shader.program.Bind();
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glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
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scale_by_half ? 2 : 1);
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const GLuint read_texture = is_depth_copy ? FramebufferManager::ResolveAndGetDepthTarget(source) :
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FramebufferManager::ResolveAndGetRenderTarget(source);
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const GLuint read_texture = is_depth_copy ?
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FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
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FramebufferManager::ResolveAndGetRenderTarget(src_rect);
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EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
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bScaleByHalf > 0 && !is_depth_copy);
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scale_by_half && !is_depth_copy);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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