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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-13 13:51:38 +00:00
Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3591 8ced0084-cf51-0410-be5f-012b33b47a6e
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188fa9b2cb
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15 changed files with 389 additions and 133 deletions
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@ -18,6 +18,9 @@
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#include "Globals.h"
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#include "FramebufferManager.h"
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#include "TextureConverter.h"
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#include "XFB.h"
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void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
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{
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m_targetWidth = targetWidth;
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@ -156,7 +159,11 @@ void FramebufferManager::Shutdown()
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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glDeleteTextures(2, glObj);
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glObj[2] = m_realXFBSource.texture;
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glDeleteTextures(3, glObj);
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_realXFBSource.texture = 0;
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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@ -166,6 +173,28 @@ void FramebufferManager::Shutdown()
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glDeleteRenderbuffersEXT(2, glObj);
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m_efbColor = 0;
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m_efbDepth = 0;
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for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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glDeleteTextures(1, &it->xfbSource.texture);
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}
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m_virtualXFBList.clear();
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}
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void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
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{
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if (g_Config.bUseXFB)
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copyToRealXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
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else
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copyToVirtualXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
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}
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const XFBSource* FramebufferManager::GetXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
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{
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if (g_Config.bUseXFB)
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return getRealXFBSource(xfbAddr, srcWidth, srcHeight);
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else
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return getVirtualXFBSource(xfbAddr, srcWidth, srcHeight);
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}
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GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
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@ -231,3 +260,182 @@ GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
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return m_resolvedDepthTexture;
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}
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}
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FramebufferManager::VirtualXFBListType::iterator
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FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
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{
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * width * height;
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VirtualXFBListType::iterator it;
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for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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u32 dstLower = it->xfbAddr;
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u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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return it;
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}
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// That address is not in the Virtual XFB list.
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return m_virtualXFBList.end();
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}
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void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
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{
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u8* pXFB = Memory_GetPtr(xfbAddr);
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if (!pXFB)
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{
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WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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return;
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}
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XFB_Write(pXFB, sourceRc, dstWidth, dstHeight);
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}
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void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
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{
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GLuint xfbTexture;
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VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, dstWidth, dstHeight);
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if (it != m_virtualXFBList.end())
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{
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// Overwrite an existing Virtual XFB.
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it->xfbAddr = xfbAddr;
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it->xfbWidth = dstWidth;
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it->xfbHeight = dstHeight;
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it->xfbSource.texWidth = m_targetWidth;
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it->xfbSource.texHeight = m_targetHeight;
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it->xfbSource.sourceRc = sourceRc;
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xfbTexture = it->xfbSource.texture;
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// Move this Virtual XFB to the front of the list.
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m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
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}
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else
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{
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// Create a new Virtual XFB and place it at the front of the list.
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glGenTextures(1, &xfbTexture);
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if (m_msaaSamples > 1)
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{
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// In MSAA mode, allocate the texture image here. In non-MSAA mode,
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// the image will be allocated by glCopyTexImage2D (later).
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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VirtualXFB newVirt;
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newVirt.xfbAddr = xfbAddr;
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newVirt.xfbWidth = dstWidth;
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newVirt.xfbHeight = dstHeight;
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newVirt.xfbSource.texture = xfbTexture;
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newVirt.xfbSource.texWidth = m_targetWidth;
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newVirt.xfbSource.texHeight = m_targetHeight;
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newVirt.xfbSource.sourceRc = sourceRc;
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// Add the new Virtual XFB to the list
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if (m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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// List overflowed; delete the oldest.
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glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
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m_virtualXFBList.pop_back();
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}
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m_virtualXFBList.push_front(newVirt);
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}
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// Copy EFB to XFB texture
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if (m_msaaSamples <= 1)
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{
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// Just copy the EFB directly.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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else
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{
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// OpenGL cannot copy directly from a multisampled framebuffer, so use
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// EXT_framebuffer_blit.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
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// Bind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
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GL_REPORT_FBO_ERROR();
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glBlitFramebufferEXT(
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0, 0, m_targetWidth, m_targetHeight,
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0, 0, m_targetWidth, m_targetHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Unbind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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}
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}
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const XFBSource* FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
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{
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m_realXFBSource.texWidth = XFB_WIDTH;
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m_realXFBSource.texHeight = XFB_HEIGHT;
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m_realXFBSource.sourceRc.left = 0;
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m_realXFBSource.sourceRc.top = 0;
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m_realXFBSource.sourceRc.right = srcWidth;
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m_realXFBSource.sourceRc.bottom = srcHeight;
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if (!m_realXFBSource.texture)
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{
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glGenTextures(1, &m_realXFBSource.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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// Decode YUYV data from GameCube RAM
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TextureConverter::DecodeToTexture(xfbAddr, srcWidth, srcHeight, m_realXFBSource.texture);
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return &m_realXFBSource;
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}
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const XFBSource* FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
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{
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if (m_virtualXFBList.size() == 0)
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{
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// No Virtual XFBs available.
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return NULL;
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}
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VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, srcWidth, srcHeight);
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if (it == m_virtualXFBList.end())
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{
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// Virtual XFB is not in the list, so return the most recently rendered
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// one.
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it = m_virtualXFBList.begin();
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}
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return &it->xfbSource;
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}
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