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https://github.com/dolphin-emu/dolphin.git
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parent
5240e75be2
commit
d0301ca89d
13 changed files with 242 additions and 627 deletions
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@ -17,7 +17,6 @@
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#include "Globals.h"
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#include "FramebufferManager.h"
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#include "VertexShaderGen.h"
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#include "TextureConverter.h"
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#include "Render.h"
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@ -28,11 +27,6 @@ namespace OGL
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extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
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static GLuint s_VBO = 0;
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static GLuint s_VAO = 0;
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static MathUtil::Rectangle<float> s_cached_sourcerc;
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static MathUtil::Rectangle<float> s_cached_drawrc;
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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@ -59,15 +53,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_resolvedDepthTexture = 0;
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m_xfbFramebuffer = 0;
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s_cached_sourcerc.bottom = -1;
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s_cached_sourcerc.left = -1;
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s_cached_sourcerc.right = -1;
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s_cached_sourcerc.top = -1;
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s_cached_drawrc.bottom = -1;
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s_cached_drawrc.left = -1;
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s_cached_drawrc.right = -1;
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s_cached_drawrc.top = -1;
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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@ -184,28 +169,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffersEXT(1, &m_xfbFramebuffer);
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// Generate VBO & VAO - and initialize the VAO for "Draw"
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glGenBuffers(1, &s_VBO);
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glGenVertexArrays(1, &s_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
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glBindVertexArray(s_VAO);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 6*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, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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@ -217,8 +181,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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FramebufferManager::~FramebufferManager()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDeleteBuffers(1, &s_VBO);
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glDeleteVertexArrays(1, &s_VAO);
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GLuint glObj[3];
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@ -343,35 +305,24 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
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GLfloat vertices[] = {
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drawrc.left, drawrc.bottom,
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sourcerc.left, sourcerc.bottom,
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0.0f, 0.0f,
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drawrc.left, drawrc.top,
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sourcerc.left, sourcerc.top,
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0.0f, 1.0f,
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drawrc.right, drawrc.top,
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sourcerc.right, sourcerc.top,
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1.0f, 1.0f,
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drawrc.right, drawrc.bottom,
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sourcerc.right, sourcerc.bottom,
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1.0f, 0.0f
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};
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glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
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glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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s_cached_sourcerc = sourcerc;
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s_cached_drawrc = drawrc;
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}
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glBegin(GL_QUADS);
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glTexCoord2f(sourcerc.left, sourcerc.bottom);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
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glVertex2f(drawrc.left, drawrc.bottom);
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glTexCoord2f(sourcerc.left, sourcerc.top);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
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glVertex2f(drawrc.left, drawrc.top);
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glTexCoord2f(sourcerc.right, sourcerc.top);
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glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
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glVertex2f(drawrc.right, drawrc.top);
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glTexCoord2f(sourcerc.right, sourcerc.bottom);
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glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
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glVertex2f(drawrc.right, drawrc.bottom);
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glEnd();
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glBindVertexArray(s_VAO);
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GL_REPORT_ERRORD();
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}
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