266 lines
10 KiB
C++
266 lines
10 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/scope_exit.h"
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#include "video_core/renderer_opengl/gl_format_reinterpreter.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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class RGBA4toRGB5A1 final : public FormatReinterpreterBase {
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public:
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RGBA4toRGB5A1() {
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constexpr std::string_view vs_source = R"(
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out vec2 dst_coord;
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uniform mediump ivec2 dst_size;
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
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void main() {
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gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
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dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size);
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}
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)";
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constexpr std::string_view fs_source = R"(
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in mediump vec2 dst_coord;
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out lowp vec4 frag_color;
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uniform lowp sampler2D source;
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uniform mediump ivec2 dst_size;
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uniform mediump ivec2 src_size;
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uniform mediump ivec2 src_offset;
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void main() {
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mediump ivec2 tex_coord;
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if (src_size == dst_size) {
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tex_coord = ivec2(dst_coord);
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} else {
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highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
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mediump int y = tex_index / src_size.x;
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tex_coord = ivec2(tex_index - y * src_size.x, y);
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}
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tex_coord -= src_offset;
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lowp ivec4 rgba4 = ivec4(texelFetch(source, tex_coord, 0) * (exp2(4.0) - 1.0));
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lowp ivec3 rgb5 =
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((rgba4.rgb << ivec3(1, 2, 3)) | (rgba4.gba >> ivec3(3, 2, 1))) & 0x1F;
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frag_color = vec4(vec3(rgb5) / (exp2(5.0) - 1.0), rgba4.a & 0x01);
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}
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)";
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program.Create(vs_source.data(), fs_source.data());
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dst_size_loc = glGetUniformLocation(program.handle, "dst_size");
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src_size_loc = glGetUniformLocation(program.handle, "src_size");
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src_offset_loc = glGetUniformLocation(program.handle, "src_offset");
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vao.Create();
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}
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PixelFormat GetSourceFormat() const override {
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return PixelFormat::RGBA4;
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}
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void Reinterpret(const OGLTexture& src_tex, Common::Rectangle<u32> src_rect,
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const OGLTexture& dst_tex, Common::Rectangle<u32> dst_rect) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.texture_units[0].texture_2d = src_tex.handle;
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state.draw.draw_framebuffer = draw_fbo.handle;
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state.draw.shader_program = program.handle;
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state.draw.vertex_array = vao.handle;
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state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
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static_cast<GLsizei>(dst_rect.GetWidth()),
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static_cast<GLsizei>(dst_rect.GetHeight())};
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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dst_tex.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
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glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());
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glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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private:
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OGLProgram program;
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GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
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OGLVertexArray vao;
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};
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class ShaderD24S8toRGBA8 final : public FormatReinterpreterBase {
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public:
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ShaderD24S8toRGBA8() {
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constexpr std::string_view vs_source = R"(
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out vec2 dst_coord;
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uniform mediump ivec2 dst_size;
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
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void main() {
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gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
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dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size);
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}
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)";
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constexpr std::string_view fs_source = R"(
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in mediump vec2 dst_coord;
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out lowp vec4 frag_color;
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uniform highp sampler2D depth;
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uniform lowp usampler2D stencil;
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uniform mediump ivec2 dst_size;
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uniform mediump ivec2 src_size;
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uniform mediump ivec2 src_offset;
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void main() {
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mediump ivec2 tex_coord;
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if (src_size == dst_size) {
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tex_coord = ivec2(dst_coord);
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} else {
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highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
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mediump int y = tex_index / src_size.x;
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tex_coord = ivec2(tex_index - y * src_size.x, y);
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}
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tex_coord -= src_offset;
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highp uint depth_val =
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uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0));
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lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x;
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highp uvec4 components =
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uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
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frag_color = vec4(components) / (exp2(8.0) - 1.0);
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}
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)";
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program.Create(vs_source.data(), fs_source.data());
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dst_size_loc = glGetUniformLocation(program.handle, "dst_size");
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src_size_loc = glGetUniformLocation(program.handle, "src_size");
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src_offset_loc = glGetUniformLocation(program.handle, "src_offset");
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vao.Create();
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auto state = OpenGLState::GetCurState();
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auto cur_program = state.draw.shader_program;
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state.draw.shader_program = program.handle;
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state.Apply();
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glUniform1i(glGetUniformLocation(program.handle, "stencil"), 1);
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state.draw.shader_program = cur_program;
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state.Apply();
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// Nvidia seem to be the only one to support D24S8 views, at least on windows
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// so for everyone else it will do an intermediate copy before running through the shader
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std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
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if (vendor.find("NVIDIA") != vendor.npos) {
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use_texture_view = true;
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} else {
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LOG_INFO(Render_OpenGL,
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"Texture views are unsupported, reinterpretation will do intermediate copy");
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temp_tex.Create();
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}
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}
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PixelFormat GetSourceFormat() const override {
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return PixelFormat::D24S8;
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}
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void Reinterpret(const OGLTexture& src_tex, Common::Rectangle<u32> src_rect,
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const OGLTexture& dst_tex, Common::Rectangle<u32> dst_rect) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.texture_units[0].texture_2d = src_tex.handle;
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if (use_texture_view) {
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temp_tex.Create();
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glActiveTexture(GL_TEXTURE1);
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glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex.handle, GL_DEPTH24_STENCIL8, 0, 1,
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0, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
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temp_tex.Release();
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temp_tex.Create();
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state.texture_units[1].texture_2d = temp_tex.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE1);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, src_rect.right, src_rect.top);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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temp_rect = src_rect;
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}
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state.texture_units[1].texture_2d = temp_tex.handle;
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state.draw.draw_framebuffer = draw_fbo.handle;
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state.draw.shader_program = program.handle;
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state.draw.vertex_array = vao.handle;
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state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
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static_cast<GLsizei>(dst_rect.GetWidth()),
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static_cast<GLsizei>(dst_rect.GetHeight())};
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state.Apply();
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glActiveTexture(GL_TEXTURE1);
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if (!use_texture_view) {
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glCopyImageSubData(src_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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src_rect.GetWidth(), src_rect.GetHeight(), 1);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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dst_tex.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
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glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());
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glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (use_texture_view) {
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temp_tex.Release();
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}
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}
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private:
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bool use_texture_view{};
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OGLProgram program{};
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GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
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OGLVertexArray vao{};
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OGLTexture temp_tex{};
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Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
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};
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FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
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const std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
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const std::string_view version{reinterpret_cast<const char*>(glGetString(GL_VERSION))};
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auto Register = [this](PixelFormat dest, std::unique_ptr<FormatReinterpreterBase>&& obj) {
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const u32 dst_index = static_cast<u32>(dest);
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return reinterpreters[dst_index].push_back(std::move(obj));
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};
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Register(PixelFormat::RGBA8, std::make_unique<ShaderD24S8toRGBA8>());
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LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
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Register(PixelFormat::RGB5A1, std::make_unique<RGBA4toRGB5A1>());
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}
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auto FormatReinterpreterOpenGL::GetPossibleReinterpretations(PixelFormat dst_format)
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-> const ReinterpreterList& {
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return reinterpreters[static_cast<u32>(dst_format)];
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}
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} // namespace OpenGL
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