diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2017-08-06 23:05:42 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2017-11-17 22:11:29 -0600 |
| commit | 33bc286baaafe31b2b564dd5d5574307cbd9e921 (patch) | |
| tree | 5386d3079307b82abe0b6768d0f84a6618ca2d27 /Source/Core/VideoBackends/OGL/TextureConverter.cpp | |
| parent | 081b92b8a7927fe699c5515cb1c90dcf8fe44179 (diff) | |
Remove old XFB logic
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/TextureConverter.cpp | 149 |
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 |
