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authoriwubcode <iwubcode@users.noreply.github.com>2017-08-06 23:05:42 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2017-11-17 22:11:29 -0600
commit33bc286baaafe31b2b564dd5d5574307cbd9e921 (patch)
tree5386d3079307b82abe0b6768d0f84a6618ca2d27 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent081b92b8a7927fe699c5515cb1c90dcf8fe44179 (diff)
Remove old XFB logic
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp149
1 files changed, 0 insertions, 149 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
index 1fb55c8d24..a2460bf935 100644
--- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
@@ -41,11 +41,6 @@ static GLuint s_dstTexture = 0; // for encoding to RAM
const int renderBufferWidth = EFB_WIDTH * 4;
const int renderBufferHeight = 1024;
-static SHADER s_rgbToYuyvProgram;
-static int s_rgbToYuyvUniform_loc;
-
-static SHADER s_yuyvToRgbProgram;
-
struct EncodingProgram
{
SHADER program;
@@ -56,87 +51,6 @@ static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
static GLuint s_PBO = 0; // for readback with different strides
-static void CreatePrograms()
-{
- /* TODO: Accuracy Improvements
- *
- * This shader doesn't really match what the GameCube does internally in the
- * copy pipeline.
- * 1. It uses OpenGL's built in filtering when yscaling, someone could work
- * out how the copypipeline does it's filtering and implement it correctly
- * in this shader.
- * 2. Deflickering isn't implemented, a futher filtering over 3 lines.
- * Isn't really needed on non-interlaced monitors (and would lower quality;
- * But hey, accuracy!)
- * 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
- * UV channels, centering the U channel on the Left pixel and the V channel
- * on the Right pixel.
- * The current implementation Centers both UV channels at the same place
- * inbetween the two Pixels, and only blurs over these two pixels.
- */
- // Output is BGRA because that is slightly faster than RGBA.
- const char* VProgramRgbToYuyv =
- "out vec2 uv0;\n"
- "uniform vec4 copy_position;\n" // left, top, right, bottom
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "void main()\n"
- "{\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- " uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
- "}\n";
- const char* FProgramRgbToYuyv =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "in vec2 uv0;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
- " vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
- " vec3 c01 = (c0 + c1) * 0.5;\n"
- " vec3 y_const = vec3(0.257,0.504,0.098);\n"
- " vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
- " vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
- " vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
- " ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + "
- "const3;\n"
- "}\n";
- ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
- s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
-
- /* TODO: Accuracy Improvements
- *
- * The YVYU to RGB conversion here matches the RGB to YUYV done above, but
- * if a game modifies or adds images to the XFB then it should be using the
- * same algorithm as the flipper, and could result in slight color inaccuracies
- * when run back through this shader.
- */
- const char* VProgramYuyvToRgb = "void main()\n"
- "{\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n";
- const char* FProgramYuyvToRgb = "SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
- "in vec2 uv0;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec2 uv = ivec2(gl_FragCoord.xy);\n"
- // We switch top/bottom here. TODO: move this to screen blit.
- " ivec2 ts = textureSize(samp9, 0);\n"
- " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
- " float y = mix(c0.r, c0.b, (uv.x & 1) == 1);\n"
- " float yComp = 1.164 * (y - 0.0625);\n"
- " float uComp = c0.g - 0.5;\n"
- " float vComp = c0.a - 0.5;\n"
- " ocol0 = vec4(yComp + (1.596 * vComp),\n"
- " yComp - (0.813 * vComp) - (0.391 * uComp),\n"
- " yComp + (2.018 * uComp),\n"
- " 1.0);\n"
- "}\n";
- ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
-}
-
static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
{
auto iter = s_encoding_programs.find(params);
@@ -191,8 +105,6 @@ void Init()
FramebufferManager::SetFramebuffer(0);
glGenBuffers(1, &s_PBO);
-
- CreatePrograms();
}
void Shutdown()
@@ -202,9 +114,6 @@ void Shutdown()
glDeleteBuffers(1, &s_PBO);
glDeleteFramebuffers(2, s_texConvFrameBuffer);
- s_rgbToYuyvProgram.Destroy();
- s_yuyvToRgbProgram.Destroy();
-
for (auto& program : s_encoding_programs)
program.second.program.Destroy();
s_encoding_programs.clear();
@@ -297,64 +206,6 @@ void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 nativ
g_renderer->RestoreAPIState();
}
-void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth,
- u32 dstStride, u32 dstHeight)
-{
- g_renderer->ResetAPIState();
-
- s_rgbToYuyvProgram.Bind();
-
- glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left),
- static_cast<float>(sourceRc.top), static_cast<float>(sourceRc.right),
- static_cast<float>(sourceRc.bottom));
-
- // We enable linear filtering, because the GameCube does filtering in the vertical direction when
- // yscale is enabled.
- // Otherwise we get jaggies when a game uses yscaling (most PAL games)
- EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true, 1.0f);
- FramebufferManager::SetFramebuffer(0);
- OGLTexture::DisableStage(0);
- g_renderer->RestoreAPIState();
-}
-
-// Should be scale free.
-void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
-{
- u8* srcAddr = Memory::GetPointer(xfbAddr);
- if (!srcAddr)
- {
- WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
- return;
- }
-
- g_renderer->ResetAPIState(); // reset any game specific settings
-
- OpenGL_BindAttributelessVAO();
-
- // switch to texture converter frame buffer
- // attach destTexture as color destination
- FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY,
- destTexture, 0);
-
- // activate source texture
- // set srcAddr as data for source texture
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D, s_srcTexture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
- srcAddr);
- g_sampler_cache->BindNearestSampler(9);
-
- glViewport(0, 0, srcWidth, srcHeight);
- s_yuyvToRgbProgram.Bind();
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- FramebufferManager::SetFramebuffer(0);
-
- g_renderer->RestoreAPIState();
-}
-
} // namespace
} // namespace OGL