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@ -61,15 +61,13 @@ void RendererOpenGL::SwapBuffers() {
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for(int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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if (textures[i].width != (GLsizei)framebuffer.width || textures[i].height != (GLsizei)framebuffer.height) {
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if (textures[i].width != (GLsizei)framebuffer.width ||
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textures[i].height != (GLsizei)framebuffer.height ||
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textures[i].format != framebuffer.color_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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glBindTexture(GL_TEXTURE_2D, textures[i].handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
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GL_BGR, GL_UNSIGNED_BYTE, nullptr);
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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ConfigureFramebufferTexture(textures[i], framebuffer);
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}
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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@ -98,13 +96,12 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
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// TODO: Handle other pixel formats
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ASSERT_MSG(framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
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"Unsupported 3DS pixel format.");
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int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
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size_t pixel_stride = framebuffer.stride / bpp;
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size_t pixel_stride = framebuffer.stride / 3;
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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ASSERT(pixel_stride * 3 == framebuffer.stride);
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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@ -118,7 +115,7 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
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texture.gl_format, texture.gl_type, framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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@ -171,6 +168,59 @@ void RendererOpenGL::InitOpenGLObjects() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer) {
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GPU::Regs::PixelFormat format = framebuffer.color_format;
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GLint internal_format;
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texture.format = format;
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texture.width = framebuffer.width;
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texture.height = framebuffer.height;
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switch (format) {
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case GPU::Regs::PixelFormat::RGBA8:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case GPU::Regs::PixelFormat::RGB8:
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// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
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// specific OpenGL type used in this function using native-endian (that is, little-endian
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// mostly everywhere) for words or half-words.
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// TODO: check how those behave on big-endian processors.
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internal_format = GL_RGB;
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texture.gl_format = GL_BGR;
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texture.gl_type = GL_UNSIGNED_BYTE;
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break;
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case GPU::Regs::PixelFormat::RGB565:
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internal_format = GL_RGB;
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texture.gl_format = GL_RGB;
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texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case GPU::Regs::PixelFormat::RGB5A1:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case GPU::Regs::PixelFormat::RGBA4:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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default:
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UNIMPLEMENTED();
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}
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glBindTexture(GL_TEXTURE_2D, texture.handle);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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}
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
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*/
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