magumagu9 4a325d466d Attempt to refix the issue solved by r1872 without the performance
impact on the safe texture cache.  This is kind of messy, but it seems 
to work.

(I have a feeling there's something strange going on, but I'm not sure 
how to go about investigating it.)



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1873 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-15 05:24:47 +00:00

671 lines
22 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <vector>
#include "Globals.h"
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
#include "Config.h"
#include "Statistics.h"
#include "Profiler.h"
#include "ImageWrite.h"
#include "Render.h"
#include "MemoryUtil.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
u8 *TextureMngr::temp = NULL;
TextureMngr::TexCache TextureMngr::textures;
std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled;
extern int frameCount;
static u32 s_TempFramebuffer = 0;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
const GLint c_MinLinearFilter[8] = {
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR
};
const GLint c_WrapSettings[4] = {
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT
};
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height)
{
GL_REPORT_ERRORD();
std::vector<u32> data(width * height);
glBindTexture(textarget, tex);
glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
GLenum err;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
return false;
}
return SaveTGA(filename, width, height, &data[0]);
}
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode)
{
mode = newmode;
if (isNonPow2) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
if (newmode.wrap_s == 2 || newmode.wrap_t == 2) {
DEBUG_LOG("cannot support mirrorred repeat mode\n");
}
if (newmode.wrap_s == 1 || newmode.wrap_t == 1) {
DEBUG_LOG("cannot support repeat mode\n");
}
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps) {
int filt = newmode.min_filter;
if (g_Config.bForceFiltering && newmode.min_filter < 4)
newmode.min_filter += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
}
if (g_Config.iMaxAnisotropy >= 1)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_Config.iMaxAnisotropy));
}
}
void TextureMngr::TCacheEntry::Destroy()
{
if (!texture)
return;
glDeleteTextures(1, &texture);
if (!isRenderTarget) {
if (!g_Config.bSafeTextureCache) {
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr + hashoffset * 4);
if (*ptr == hash)
*ptr = oldpixel;
}
}
texture = 0;
}
void TextureMngr::Init()
{
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
nTex2DEnabled = nTexRECTEnabled = 0;
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureMngr::Invalidate()
{
TexCache::iterator iter = textures.begin();
for (; iter!=textures.end(); iter++)
iter->second.Destroy();
textures.clear();
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureMngr::Shutdown()
{
Invalidate();
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) {
glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
}
mapDepthTargets.clear();
if (s_TempFramebuffer) {
glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
void TextureMngr::Cleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end()) {
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount) {
if (!iter->second.isRenderTarget) {
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
else {
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
}
else
iter++;
}
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
while (itdepth != mapDepthTargets.end()) {
if (frameCount > 20 + itdepth->second.framecount) {
#ifdef _WIN32
itdepth = mapDepthTargets.erase(itdepth);
#else
mapDepthTargets.erase(itdepth++);
#endif
}
else ++itdepth;
}
}
TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
{
// TODO: - clean this up when ready to kill old "unsafe texture cache"
// - fix pokemun coloseum font for bSafeTextureCache (works with !bSafeTextureCache)
// TODO (mb2): get why other fmt needs a tlut hash too (pokemon coloseum font -> fmt 1 or 8 or 14 iirc)
if (address == 0)
return NULL;
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
u32 hash_value;
// Needed for texture format using tlut.
u32 hashseed;
//if ( (format == GX_TF_C4) || (format == GX_TF_C8) || (format == GX_TF_C14X2) )
// tlut size mask can be up to 0x3FFF (GX_TF_C14X2) but Safer == Slower.
//hashseed = TexDecoder_GetTlutHash(&texMem[tlutaddr], TexDecoder_GetPaletteSize(format)&0x7FFF);
hashseed = TexDecoder_GetTlutHash(texMem + tlutaddr, 32);
//else
// hashseed = address;
int bs = TexDecoder_GetBlockWidthInTexels(format) - 1;
int expandedWidth = (width + bs) & (~bs);
if (g_Config.bSafeTextureCache)
hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, format, hashseed);
bool skip_texture_create = false;
TexCache::iterator iter = textures.find(g_Config.bSafeTextureCache ? hash_value : address);
if (g_Config.bSafeTextureCache && iter == textures.end())
iter = textures.find(address);
if (iter != textures.end()) {
TCacheEntry &entry = iter->second;
if (!g_Config.bSafeTextureCache)
hash_value = ((u32 *)ptr)[entry.hashoffset];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash))) {
entry.frameCount = frameCount;
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
//DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U'
// , address, format, entry.hash, width, height);
return &entry;
}
else
{
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && format == entry.fmt)
{
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
skip_texture_create = true;
}
else
{
entry.Destroy();
textures.erase(iter);
}
}
}
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[ g_Config.bSafeTextureCache ? hash_value : address ];
entry.hashoffset = 0;
entry.paletteHash = hashseed;
entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
if (g_Config.bSafeTextureCache) {
entry.hash = hash_value;
} else {
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[entry.hashoffset] = entry.hash;
}
//DebugLog("%c addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U'
// , address, format, entry.hash, width, height);
entry.addr = address;
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
if (!skip_texture_create) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(target, entry.texture);
}
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_type;
switch (dfmt) {
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", dfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_type = GL_UNSIGNED_BYTE;
break;
}
if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
entry.bHaveMipMaps = true;
}
else
glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = format;
entry.SetTextureParameters(tm0);
if (g_Config.bDumpTextures) { // dump texture to file
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/txt_%04i_%i.tga", g_Config.texDumpPath, counter++, format);
SaveTexture(szTemp,target, entry.texture, width, height);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, textures.size());
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
return &entry;
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, TRectangle *source)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address];
entry.isNonPow2 = true;
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
int mult = bScaleByHalf?2:1;
int w = (abs(source->right-source->left)/mult);
int h = (abs(source->bottom-source->top)/mult);
GL_REPORT_ERRORD();
if (!bIsInit) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else {
_assert_(entry.texture);
bool bReInit = true;
if (entry.w == w && entry.h == h) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if (err == GL_NO_ERROR)
bReInit = false;
}
if (bReInit) {
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if (!bIsInit || !entry.isRenderTarget) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if (bFromZBuffer) {
switch(copyfmt) {
case 0: // Z4
case 1: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 3: // Z16 //?
case 11: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 6: // Z24X8
colmat[0] = 1;
colmat[5] = 1;
colmat[10] = 1;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // Z8L
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 12: // Z16L
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
default:
ERROR_LOG("Unknown copy zbuf format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else if (bIsIntensityFmt) {
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch(copyfmt) {
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if (copyfmt < 2) {
fConstAdd[3] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else { // alpha
colmat[15] = 1;
}
break;
default:
ERROR_LOG("Unknown copy intensity format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else {
switch (copyfmt) {
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
fConstAdd[3] = 1; // set alpha to 1
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
default:
ERROR_LOG("Unknown copy color format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
// if (bCopyToTarget) {
// _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
// }
Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal
GL_REPORT_ERRORD();
// have to run a pixel shader
Renderer::ResetGLState(); // reset any game specific settings
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer);
Renderer::SetRenderTarget(entry.texture);
GL_REPORT_ERRORD();
// create and attach the render target
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.find((h << 16) | w);
if (itdepth == mapDepthTargets.end()) {
DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w];
depth.framecount = frameCount;
glGenRenderbuffersEXT(1, &depth.targ);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT/*GL_DEPTH24_STENCIL8_EXT*/, w, h);
GL_REPORT_ERRORD();
Renderer::SetDepthTarget(depth.targ);
GL_REPORT_ERRORD();
}
else {
itdepth->second.framecount = frameCount;
Renderer::SetDepthTarget(itdepth->second.targ);
GL_REPORT_ERRORD();
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
glViewport(0, 0, w, h);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
glTexCoord2f((float)source->left * MValueX, Renderer::GetTargetHeight()-(float)source->bottom * MValueY); glVertex2f(-1,1);
glTexCoord2f((float)source->left * MValueX, Renderer::GetTargetHeight()-(float)source->top * MValueY); glVertex2f(-1,-1);
glTexCoord2f((float)source->right * MValueX, Renderer::GetTargetHeight()-(float)source->top * MValueY); glVertex2f(1,-1);
glTexCoord2f((float)source->right * MValueX, Renderer::GetTargetHeight()-(float)source->bottom * MValueY); glVertex2f(1,1);
glEnd();
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderManager::SetViewportChanged();
TextureMngr::DisableStage(0);
if (bFromZBuffer)
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
}
void TextureMngr::EnableTex2D(int stage)
{
if (!(nTex2DEnabled & (1<<stage))) {
nTex2DEnabled |= (1<<stage);
glEnable(GL_TEXTURE_2D);
}
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::EnableTexRECT(int stage)
{
if ((nTex2DEnabled & (1 << stage))) {
nTex2DEnabled &= ~(1 << stage);
glDisable(GL_TEXTURE_2D);
}
if (!(nTexRECTEnabled & (1 << stage))) {
nTexRECTEnabled |= (1 << stage);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::DisableStage(int stage)
{
bool bset = false;
if (nTex2DEnabled & (1 << stage)) {
nTex2DEnabled &= ~(1 << stage);
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
bset = true;
}
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1 << stage);
if (!bset)
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::ClearRenderTargets()
{
TexCache::iterator iter = textures.begin();
for (; iter!=textures.end(); iter++)
iter->second.isRenderTarget = false;
}