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358 lines
13 KiB
C++
358 lines
13 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// Fast image conversion using OpenGL shaders.
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#include "VideoBackends/OGL/TextureConverter.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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namespace TextureConverter
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{
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using OGL::TextureCache;
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static GLuint s_texConvFrameBuffer[2] = {0, 0};
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static GLuint s_srcTexture = 0; // for decoding from RAM
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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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GLint copy_position_uniform;
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};
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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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if (iter != s_encoding_programs.end())
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return iter->second;
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const char* shader = TextureConversionShader::GenerateEncodingShader(params, 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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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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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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program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
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return s_encoding_programs.emplace(params, program).first->second;
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}
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void Init()
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{
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glGenFramebuffers(2, s_texConvFrameBuffer);
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glActiveTexture(GL_TEXTURE9);
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glGenTextures(1, &s_srcTexture);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glGenTextures(1, &s_dstTexture);
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glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
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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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{
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glDeleteTextures(1, &s_srcTexture);
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glDeleteTextures(1, &s_dstTexture);
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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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s_srcTexture = 0;
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s_dstTexture = 0;
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s_PBO = 0;
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s_texConvFrameBuffer[0] = 0;
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s_texConvFrameBuffer[1] = 0;
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}
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// dst_line_size, writeStride in bytes
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static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size,
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u32 dstHeight, u32 writeStride, bool linearFilter)
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{
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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OpenGL_BindAttributelessVAO();
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// set source texture
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
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// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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// Also, box filtering won't be correct for anything other than 1x IR
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if (linearFilter || g_ActiveConfig.iEFBScale != 1)
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g_sampler_cache->BindLinearSampler(9);
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else
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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int dstSize = dst_line_size * dstHeight;
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// When the dst_line_size and writeStride are the same, we could use glReadPixels directly to RAM.
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// But instead we always copy the data via a PBO, because macOS inexplicably prefers this (most
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// noticeably in the Super Mario Sunshine transition).
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
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nullptr);
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u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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if (dst_line_size == writeStride)
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{
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memcpy(destAddr, pbo, dst_line_size * dstHeight);
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}
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else
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{
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for (size_t i = 0; i < dstHeight; ++i)
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{
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memcpy(destAddr, pbo, dst_line_size);
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pbo += dst_line_size;
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destAddr += writeStride;
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}
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}
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half)
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{
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g_renderer->ResetAPIState();
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EncodingProgram& texconv_shader = GetOrCreateEncodingShader(params);
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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 = params.depth ?
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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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scale_by_half && !params.depth);
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FramebufferManager::SetFramebuffer(0);
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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);
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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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