mirror of
https://github.com/libretro/ppsspp.git
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0279aa154c
Alpha won't be correct, though.
242 lines
7.0 KiB
C++
242 lines
7.0 KiB
C++
// Copyright (c) 2014- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "Core/Reporting.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/ShaderManager.h"
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static const char *stencil_fs =
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#ifdef USING_GLES2
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"#version 100\n"
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"precision highp float;\n"
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#endif
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"varying vec2 v_texcoord0;\n"
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"uniform float u_stencilValue;\n"
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"uniform sampler2D tex;\n"
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"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
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"void main() {\n"
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" vec4 index = texture2D(tex, v_texcoord0);\n"
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" gl_FragColor = vec4(index.a);\n"
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" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n"
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" if (mod(floor(shifted), 2.0) < 0.99) discard;\n"
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"}\n";
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static const char *stencil_vs =
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#ifdef USING_GLES2
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"#version 100\n"
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"precision highp float;\n"
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#endif
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = a_position;\n"
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"}\n";
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static u8 StencilBits5551(const u8 *ptr8, u32 numPixels) {
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const u32 *ptr = (const u32 *)ptr8;
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for (u32 i = 0; i < numPixels / 2; ++i) {
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if (ptr[i] & 0x80008000) {
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return 1;
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}
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}
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return 0;
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}
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static u8 StencilBits4444(const u8 *ptr8, u32 numPixels) {
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const u32 *ptr = (const u32 *)ptr8;
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u32 bits = 0;
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for (u32 i = 0; i < numPixels / 2; ++i) {
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bits |= ptr[i];
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}
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return ((bits >> 12) & 0xF) | (bits >> 28);
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}
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static u8 StencilBits8888(const u8 *ptr8, u32 numPixels) {
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const u32 *ptr = (const u32 *)ptr8;
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u32 bits = 0;
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for (u32 i = 0; i < numPixels; ++i) {
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bits |= ptr[i];
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}
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return bits >> 24;
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}
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bool FramebufferManager::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
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if (!MayIntersectFramebuffer(addr)) {
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return false;
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}
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VirtualFramebuffer *dstBuffer = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (MaskedEqual(vfb->fb_address, addr)) {
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dstBuffer = vfb;
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}
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}
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if (!dstBuffer) {
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return false;
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}
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int values = 0;
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u8 usedBits = 0;
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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usedBits = StencilBits5551(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 2;
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break;
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case GE_FORMAT_4444:
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usedBits = StencilBits4444(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 16;
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break;
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case GE_FORMAT_8888:
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usedBits = StencilBits8888(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 256;
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break;
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case GE_FORMAT_INVALID:
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// Impossible.
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break;
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}
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if (usedBits == 0) {
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if (skipZero) {
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// Common when creating buffers, it's already 0. We're done.
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return false;
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}
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// Let's not bother with the shader if it's just zero.
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glstate.scissorTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glClearColor(0, 0, 0, 0);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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return true;
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}
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GLSLProgram *program = 0;
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if (!stencilUploadProgram_) {
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std::string errorString;
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stencilUploadProgram_ = glsl_create_source(stencil_vs, stencil_fs, &errorString);
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if (!stencilUploadProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(stencilUploadProgram_);
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}
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GLint u_tex = glsl_uniform_loc(stencilUploadProgram_, "tex");
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glUniform1i(u_tex, 0);
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} else {
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glsl_bind(stencilUploadProgram_);
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}
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shaderManager_->DirtyLastShader();
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DisableState();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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bool useBlit = false;
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bool useNV = false;
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#ifndef USING_GLES2
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if (gl_extensions.FBO_ARB) {
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useNV = false;
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useBlit = true;
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}
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#else
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if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) {
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useNV = !gl_extensions.GLES3;
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useBlit = true;
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}
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#endif
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// Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x.
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// Then after we're done, we'll just blit it across and stretch it there.
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if (dstBuffer->bufferWidth == dstBuffer->renderWidth || !dstBuffer->fbo) {
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useBlit = false;
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}
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u16 w = useBlit ? dstBuffer->bufferWidth : dstBuffer->renderWidth;
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u16 h = useBlit ? dstBuffer->bufferHeight : dstBuffer->renderHeight;
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FBO *blitFBO = NULL;
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if (useBlit) {
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blitFBO = GetTempFBO(w, h, FBO_8888);
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fbo_bind_as_render_target(blitFBO);
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} else if (dstBuffer->fbo) {
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fbo_bind_as_render_target(dstBuffer->fbo);
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}
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glViewport(0, 0, w, h);
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MakePixelTexture(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glstate.stencilFunc.set(GL_ALWAYS, 0xFF, 0xFF);
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GLint u_stencilValue = glsl_uniform_loc(stencilUploadProgram_, "u_stencilValue");
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for (int i = 1; i < values; i += i) {
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if (!(usedBits & i)) {
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// It's already zero, let's skip it.
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continue;
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}
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// DrawActiveTexture unbinds it, so rebind here before setting uniforms.
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glsl_bind(stencilUploadProgram_);
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if (dstBuffer->format == GE_FORMAT_4444) {
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glstate.stencilMask.set(Convert4To8(i));
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glUniform1f(u_stencilValue, i * (16.0f / 255.0f));
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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glstate.stencilMask.set(0xFF);
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glUniform1f(u_stencilValue, i * (128.0f / 255.0f));
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} else {
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glstate.stencilMask.set(i);
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glUniform1f(u_stencilValue, i * (1.0f / 255.0f));
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}
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DrawActiveTexture(0, 0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_);
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}
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glstate.stencilMask.set(0xFF);
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if (useBlit) {
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fbo_bind_as_render_target(dstBuffer->fbo);
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fbo_bind_for_read(blitFBO);
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if (!useNV) {
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glBlitFramebuffer(0, 0, w, h, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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} else {
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#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
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glBlitFramebufferNV(0, 0, w, h, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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#endif // defined(USING_GLES2) && defined(ANDROID)
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}
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}
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fbo_unbind();
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RebindFramebuffer();
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glstate.viewport.restore();
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return true;
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} |