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https://github.com/dolphin-emu/dolphin.git
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8b2c540544
This adds xfb support to the videosoftware backend, which increases it's accuracy and more imporantly, enables the usage of many homebrew apps which write directly to the xfb on the videosoftware backend. Conflicts: Source/Core/VideoBackends/Software/SWRenderer.cpp Source/Core/VideoBackends/Software/SWmain.cpp
285 lines
8.0 KiB
C++
285 lines
8.0 KiB
C++
// Copyright 2013 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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#include "Common.h"
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#include "../OGL/GLUtil.h"
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#include "Core.h"
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#include "ImageWrite.h"
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#include "RasterFont.h"
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#include "SWRenderer.h"
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#include "SWStatistics.h"
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#include "SWCommandProcessor.h"
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#include "OnScreenDisplay.h"
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static GLuint s_RenderTarget = 0;
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static GLint attr_pos = -1, attr_tex = -1;
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static GLint uni_tex = -1;
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static GLuint program;
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static u8 *s_xfbColorTexture[2];
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static int s_currentColorTexture = 0;
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static volatile bool s_bScreenshot;
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static std::mutex s_criticalScreenshot;
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static std::string s_sScreenshotName;
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// Rasterfont isn't compatible with GLES
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// degasus: I think it does, but I can't test it
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RasterFont* s_pfont = NULL;
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void SWRenderer::Init()
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{
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s_bScreenshot = false;
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}
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void SWRenderer::Shutdown()
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{
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delete s_xfbColorTexture[0];
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delete s_xfbColorTexture[1];
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glDeleteProgram(program);
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glDeleteTextures(1, &s_RenderTarget);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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{
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delete s_pfont;
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s_pfont = 0;
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}
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}
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void CreateShaders()
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{
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static const char *fragShaderText =
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"#if GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec2 TexCoordOut;\n"
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"uniform sampler2D Texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
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"}\n";
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static const char *vertShaderText =
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"#if GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"attribute vec4 pos;\n"
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"attribute vec2 TexCoordIn;\n "
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"varying vec2 TexCoordOut;\n "
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"void main() {\n"
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" gl_Position = pos;\n"
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" TexCoordOut = TexCoordIn;\n"
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"}\n";
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program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
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glUseProgram(program);
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uni_tex = glGetUniformLocation(program, "Texture");
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attr_pos = glGetAttribLocation(program, "pos");
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attr_tex = glGetAttribLocation(program, "TexCoordIn");
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}
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void SWRenderer::Prepare()
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{
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s_xfbColorTexture[0] = new u8[640*568*4];
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s_xfbColorTexture[1] = new u8[640*568*4];
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s_currentColorTexture = 0;
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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glGenTextures(1, &s_RenderTarget);
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CreateShaders();
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// TODO: Enable for GLES once RasterFont supports GLES
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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{
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s_pfont = new RasterFont();
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glEnable(GL_TEXTURE_2D);
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}
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GL_REPORT_ERRORD();
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}
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void SWRenderer::SetScreenshot(const char *_szFilename)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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s_sScreenshotName = _szFilename;
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s_bScreenshot = true;
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}
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void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return;
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int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
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int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
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glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
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((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
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s_pfont->printMultilineText(pstr,
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left * 2.0f / (float)nBackbufferWidth - 1,
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1 - top * 2.0f / (float)nBackbufferHeight,
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0, nBackbufferWidth, nBackbufferHeight);
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}
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void SWRenderer::DrawDebugText()
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{
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char debugtext_buffer[8192];
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char *p = debugtext_buffer;
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p[0] = 0;
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if (g_SWVideoConfig.bShowStats)
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{
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
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p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
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p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
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p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
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p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
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p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
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p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
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}
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// Render a shadow, and then the text.
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SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getColorTexture() {
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return s_xfbColorTexture[!s_currentColorTexture];
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}
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void SWRenderer::swapColorTexture() {
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s_currentColorTexture = !s_currentColorTexture;
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}
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void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
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{
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if(fbWidth*fbHeight > 640*568) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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u32 offset = 0;
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u8 *TexturePointer = getColorTexture();
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for (u16 y = 0; y < fbHeight; y++)
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{
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for (u16 x = 0; x < fbWidth; x+=2)
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{
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// We do this one color sample (aka 2 RGB pixles) at a time
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int Y1 = xfb[x].Y - 16;
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int Y2 = xfb[x+1].Y - 16;
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int U = int(xfb[x].UV) - 128;
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int V = int(xfb[x+1].UV) - 128;
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// We do the inverse BT.601 conversion for YCbCr to RGB
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// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 1.596f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 - 0.392f * U - 0.813f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 2.017f * U ));
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TexturePointer[offset++] = 255;
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 1.596f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 - 0.392f * U - 0.813f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 2.017f * U ));
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TexturePointer[offset++] = 255;
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}
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xfb += fbWidth;
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}
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swapColorTexture();
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}
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// Called on the GPU thread
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void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
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{
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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if (!g_SWVideoConfig.bHwRasterizer)
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SWRenderer::DrawTexture(s_xfbColorTexture[s_currentColorTexture], fbWidth, fbHeight);
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swstats.frameCount++;
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SWRenderer::SwapBuffer();
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Core::Callback_VideoCopiedToXFB(true); // FIXME: should this function be called FrameRendered?
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}
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void SWRenderer::DrawTexture(u8 *texture, int width, int height)
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{
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// FIXME: This should add black bars when the game has set the VI to render less than the full xfb.
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// Save screenshot
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if (s_bScreenshot)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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TextureToPng(texture, width*4, s_sScreenshotName, width, height, false);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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}
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GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
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GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
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// Update GLViewPort
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glViewport(0, 0, glWidth, glHeight);
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glScissor(0, 0, glWidth, glHeight);
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glBindTexture(GL_TEXTURE_2D, s_RenderTarget);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glUseProgram(program);
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static const GLfloat verts[4][2] = {
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{ -1, -1}, // Left top
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{ -1, 1}, // left bottom
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{ 1, 1}, // right bottom
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{ 1, -1} // right top
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};
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static const GLfloat texverts[4][2] = {
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{0, 1},
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{0, 0},
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{1, 0},
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{1, 1}
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};
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glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(attr_pos);
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glEnableVertexAttribArray(attr_tex);
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glUniform1i(uni_tex, 0);
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glActiveTexture(GL_TEXTURE0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(attr_pos);
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glDisableVertexAttribArray(attr_tex);
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glBindTexture(GL_TEXTURE_2D, 0);
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GL_REPORT_ERRORD();
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}
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void SWRenderer::SwapBuffer()
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{
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_ONFRAME);
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DrawDebugText();
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glFlush();
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GLInterface->Swap();
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swstats.ResetFrame();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GL_REPORT_ERRORD();
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}
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