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https://github.com/dolphin-emu/dolphin.git
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uses the ARB_framebuffer_object syntax
also require this extention (OGL3.0), but it have one _realy_ big advantage: - now it's possible to blit between different texture sizes, so all util draw calls can be implemented as blit
This commit is contained in:
parent
91023e133b
commit
ecedf56eb4
6 changed files with 110 additions and 158 deletions
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@ -26,8 +26,6 @@
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namespace OGL
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{
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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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@ -87,7 +85,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Create EFB target.
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glGenFramebuffersEXT(1, &m_efbFramebuffer);
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glGenFramebuffers(1, &m_efbFramebuffer);
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if (m_msaaSamples <= 1)
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{
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@ -98,20 +96,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_efbColor);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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// Bind target textures to the EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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}
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@ -124,66 +122,66 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Create EFB target renderbuffers.
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GLuint glObj[2];
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glGenRenderbuffersEXT(2, glObj);
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glGenRenderbuffers(2, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
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GL_REPORT_FBO_ERROR();
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// Create resolved targets for transferring multisampled EFB to texture.
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glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
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glGenFramebuffers(1, &m_resolvedFramebuffer);
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glGenTextures(2, glObj);
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m_resolvedColorTexture = glObj[0];
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m_resolvedDepthTexture = glObj[1];
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedColorTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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// Bind resolved textures to resolved framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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// Return to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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}
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffersEXT(1, &m_xfbFramebuffer);
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glGenFramebuffers(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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@ -216,7 +214,7 @@ 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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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteBuffers(1, &s_VBO);
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glDeleteVertexArrays(1, &s_VAO);
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@ -227,7 +225,7 @@ FramebufferManager::~FramebufferManager()
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glObj[0] = m_efbFramebuffer;
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glObj[1] = m_resolvedFramebuffer;
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glObj[2] = m_xfbFramebuffer;
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glDeleteFramebuffersEXT(3, glObj);
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glDeleteFramebuffers(3, glObj);
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m_efbFramebuffer = 0;
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m_xfbFramebuffer = 0;
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@ -242,7 +240,7 @@ FramebufferManager::~FramebufferManager()
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if (m_msaaSamples <= 1)
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glDeleteTextures(2, glObj);
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else
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glDeleteRenderbuffersEXT(2, glObj);
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glDeleteRenderbuffers(2, glObj);
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m_efbColor = 0;
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m_efbDepth = 0;
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}
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@ -262,16 +260,16 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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glBlitFramebuffer(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedColorTexture;
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}
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@ -292,16 +290,16 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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glBlitFramebuffer(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedDepthTexture;
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}
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@ -322,7 +320,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
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void FramebufferManager::SetFramebuffer(GLuint fb)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
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glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
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}
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// Apply AA if enabled
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@ -341,7 +339,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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{
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// Texture map xfbSource->texture onto the main buffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
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GLfloat vertices[] = {
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@ -384,45 +382,13 @@ void XFBSource::CopyEFB(float Gamma)
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{
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// Copy EFB data to XFB and restore render target again
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#if 0
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if (m_msaaSamples <= 1)
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#else
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if (!s_bHaveFramebufferBlit)
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#endif
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{
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// Just copy the EFB directly.
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, 0, 0, texWidth, texHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 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, FramebufferManager::GetEFBFramebuffer());
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
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// Bind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
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GL_REPORT_FBO_ERROR();
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glBlitFramebufferEXT(
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0, 0, texWidth, texHeight,
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0, 0, texWidth, texHeight,
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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, FramebufferManager::GetEFBFramebuffer());
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}
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
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if (m_msaaSamples > 1)
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#else
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if (s_bHaveFramebufferBlit)
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#endif
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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, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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}
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return new XFBSource(texture);
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