mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-15 18:49:11 +01:00
1e558aedeb
Most of the games using EFB peeks are suffering from major performance problems when these peeks are not disabled in the graphics settings. This is an attempt to fix this in the GL renderer by doing the glReadPixels in bulk: instead of doing a lot of 1x1 pixel reads, read for 64x64 pixels at once and keep that in a cache. Deck menu in Baten Kaitos: 3FPS -> 54FPS Character creation in Monster Hunter Tri: 7FPS -> 60FPS
277 lines
8.8 KiB
C++
277 lines
8.8 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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#include <fstream>
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#include <vector>
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#include "Fifo.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Render.h"
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#include "ImageWrite.h"
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#include "BPMemory.h"
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#include "TextureCache.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderGen.h"
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#include "VertexLoader.h"
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#include "VertexManager.h"
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#include "IndexGenerator.h"
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#include "OpcodeDecoding.h"
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#include "FileUtil.h"
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#include "Debugger.h"
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#include "main.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace OGL
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{
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//static GLint max_Index_size = 0;
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//static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
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//static int s_nCurVBOIndex = 0; // current free buffer
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VertexManager::VertexManager()
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{
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// TODO: doesn't seem to be used anywhere
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//glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size);
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//
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//if (max_Index_size > MAXIBUFFERSIZE)
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// max_Index_size = MAXIBUFFERSIZE;
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//
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//GL_REPORT_ERRORD();
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glEnableClientState(GL_VERTEX_ARRAY);
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GL_REPORT_ERRORD();
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}
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void VertexManager::Draw()
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{
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, TIBuffer);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumLines() > 0)
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{
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glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, LIBuffer);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumPoints() > 0)
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{
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glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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void VertexManager::vFlush()
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{
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if (LocalVBuffer == s_pCurBufferPointer) return;
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if (Flushed) return;
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Flushed=true;
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VideoFifo_CheckEFBAccess();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGen.numTexGens,
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xfregs.numChan.numColorChans, xfregs.dualTexTrans.enabled, bpmem.ztex2.op,
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bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
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for (unsigned int i = 0; i < xfregs.numChan.numColorChans; ++i)
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{
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LitChannel* ch = &xfregs.color[i];
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PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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ch = &xfregs.alpha[i];
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PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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}
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
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PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
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i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
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xfregs.postMtxInfo[i].index, xfregs.postMtxInfo[i].normalize);
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}
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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#endif
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(void)GL_REPORT_ERROR();
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//glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
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//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
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GL_REPORT_ERRORD();
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// setup the pointers
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if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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GL_REPORT_ERRORD();
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u32 usedtextures = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevorders[i / 2].getEnable(i & 1))
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usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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if (bpmem.genMode.numindstages > 0)
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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for (int i = 0; i < 8; i++)
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{
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if (usedtextures & (1 << i))
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{
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glActiveTexture(GL_TEXTURE0 + i);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format,
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(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
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(tex.texMode1[i&3].max_lod >> 4));
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
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if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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{
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// save the textures
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char strfile[255];
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sprintf(strfile, "%stex%.3d_%d.tga",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_Config.iSaveTargetId, i);
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tentry->Save(strfile);
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}
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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#ifdef USE_DUAL_SOURCE_BLEND
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bool dualSourcePossible = GLEW_ARB_blend_func_extended;
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// finally bind
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FRAGMENTSHADER* ps;
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if (dualSourcePossible)
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{
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if (useDstAlpha)
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{
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// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
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// the same pass as regular rendering.
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
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}
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else
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{
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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}
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else
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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#else
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bool dualSourcePossible = false;
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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#endif
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VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
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if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
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Draw();
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw();
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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s_pCurBufferPointer = LocalVBuffer;
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IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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// save the shaders
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char strfile[255];
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sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps(strfile);
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fps << ps->strprog.c_str();
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sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs(strfile);
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fvs << vs->strprog.c_str();
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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char str[128];
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sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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g_renderer->SaveScreenshot(str, tr);
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}
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#endif
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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GL_REPORT_ERRORD();
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}
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} // namespace
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