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GLideN64/src/PaletteTexture.cpp

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#include "Graphics/Context.h"
#include "Graphics/Parameters.h"
#include "N64.h"
#include "gDP.h"
#include "VI.h"
#include "Textures.h"
#include "PaletteTexture.h"
#include "DepthBuffer.h"
PaletteTexture g_paletteTexture;
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using namespace graphics;
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PaletteTexture::PaletteTexture()
: m_pTexture(nullptr)
, m_paletteCRC256(0)
{
}
void PaletteTexture::init()
{
m_paletteCRC256 = 0;
m_pTexture = textureCache().addFrameBufferTexture(false);
m_pTexture->format = G_IM_FMT_IA;
m_pTexture->clampS = 1;
m_pTexture->clampT = 1;
m_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
m_pTexture->maskS = 0;
m_pTexture->maskT = 0;
m_pTexture->mirrorS = 0;
m_pTexture->mirrorT = 0;
m_pTexture->realWidth = 256;
m_pTexture->realHeight = 1;
m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight;
#ifdef GLESX
m_pTexture->textureBytes *= sizeof(u32);
#else
m_pTexture->textureBytes *= sizeof(u16);
#endif
textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
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const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
Context::InitTextureParams initParams;
initParams.handle = m_pTexture->name;
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initParams.ImageUnit = textureImageUnits::Tlut;
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initParams.width = m_pTexture->realWidth;
initParams.height = m_pTexture->realHeight;
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initParams.internalFormat = fbTexFormats.lutInternalFormat;
initParams.format = fbTexFormats.lutFormat;
initParams.dataType = fbTexFormats.lutType;
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gfxContext.init2DTexture(initParams);
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Context::TexParameters setParams;
setParams.handle = m_pTexture->name;
setParams.target = textureTarget::TEXTURE_2D;
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setParams.textureUnitIndex = textureIndices::PaletteTex;
setParams.minFilter = textureParameters::FILTER_NEAREST;
setParams.magFilter = textureParameters::FILTER_NEAREST;
setParams.wrapS = textureParameters::WRAP_CLAMP_TO_EDGE;
setParams.wrapT = textureParameters::WRAP_CLAMP_TO_EDGE;
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gfxContext.setTextureParameters(setParams);
// Generate Pixel Buffer Object. Initialize it with max buffer size.
m_pbuf.reset(gfxContext.createPixelWriteBuffer(m_pTexture->textureBytes));
}
void PaletteTexture::destroy()
{
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const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
Context::BindImageTextureParameters bindParams;
bindParams.imageUnit = textureImageUnits::Tlut;
bindParams.texture = ObjectHandle();
bindParams.accessMode = textureImageAccessMode::READ_ONLY;
bindParams.textureFormat = fbTexFormats.lutInternalFormat;
gfxContext.bindImageTexture(bindParams);
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textureCache().removeFrameBufferTexture(m_pTexture);
m_pTexture = nullptr;
m_pbuf.reset();
}
void PaletteTexture::update()
{
if (m_paletteCRC256 == gDP.paletteCRC256)
return;
m_paletteCRC256 = gDP.paletteCRC256;
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PixelBufferBinder<PixelWriteBuffer> binder(m_pbuf.get());
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u8* ptr = (u8*)m_pbuf->getWriteBuffer(m_pTexture->textureBytes);
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#ifdef GLESX
u32 * palette = (u32*)ptr;
#else
u16 * palette = (u16*)ptr;
#endif
u16 *src = (u16*)&TMEM[256];
for (int i = 0; i < 256; ++i)
palette[i] = swapword(src[i * 4]);
m_pbuf->closeWriteBuffer();
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const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
Context::UpdateTextureDataParams params;
params.handle = m_pTexture->name;
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params.ImageUnit = textureImageUnits::Tlut;
params.textureUnitIndex = textureIndices::PaletteTex;
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params.width = m_pTexture->realWidth;
params.height = m_pTexture->realHeight;
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params.format = fbTexFormats.lutFormat;
params.internalFormat = fbTexFormats.lutInternalFormat;
params.dataType = fbTexFormats.lutType;
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params.data = m_pbuf->getData();
gfxContext.update2DTexture(params);
}