// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
	u8* srcAddr = Memory::GetPointer(xfbAddr);
	if (!srcAddr)
	{
		WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
		return;
	}

	g_renderer->ResetAPIState(); // reset any game specific settings

	// switch to texture converter frame buffer
	// attach destTexture as color destination
	FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);

	GL_REPORT_FBO_ERROR();

	// activate source texture
	// set srcAddr as data for source texture
	glActiveTexture(GL_TEXTURE0+9);
	glBindTexture(GL_TEXTURE_2D, s_srcTexture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);

	glViewport(0, 0, srcWidth, srcHeight);
	s_yuyvToRgbProgram.Bind();

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

	FramebufferManager::SetFramebuffer(0);

	g_renderer->RestoreAPIState();
	GL_REPORT_ERRORD();
}
Exemple #2
0
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
	unsigned int scaled_tex_w, unsigned int scaled_tex_h)
{
	TCacheEntry *const entry = new TCacheEntry;
	glActiveTexture(GL_TEXTURE0+9);
	glBindTexture(GL_TEXTURE_2D, entry->texture);
	GL_REPORT_ERRORD();

	const GLenum
		gl_format = GL_RGBA,
		gl_iformat = GL_RGBA,
		gl_type = GL_UNSIGNED_BYTE;

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);

	glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, nullptr);
	glBindTexture(GL_TEXTURE_2D, 0);

	glGenFramebuffers(1, &entry->framebuffer);
	FramebufferManager::SetFramebuffer(entry->framebuffer);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
	GL_REPORT_FBO_ERROR();

	SetStage();

	GL_REPORT_ERRORD();

	return entry;
}
void XFBSource::CopyEFB(float Gamma)
{
	// Copy EFB data to XFB and restore render target again

#if 0
	if (m_msaaSamples <= 1)
#else
	if (!s_bHaveFramebufferBlit)
#endif
	{
		// Just copy the EFB directly.

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
		glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
	}
	else
	{
		// OpenGL cannot copy directly from a multisampled framebuffer, so use
		// EXT_framebuffer_blit.

		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
		glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());

		// Bind texture.
		glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
		GL_REPORT_FBO_ERROR();

		glBlitFramebufferEXT(
			0, 0, texWidth, texHeight,
			0, 0, texWidth, texHeight,
			GL_COLOR_BUFFER_BIT, GL_NEAREST
			);

		// Unbind texture.
		glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);

		// Return to EFB.
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
	}
}
void XFBSource::CopyEFB(float Gamma)
{
	g_renderer->ResetAPIState();

	// Copy EFB data to XFB and restore render target again
	glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());

	// Bind texture.
	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
	GL_REPORT_FBO_ERROR();

	glBlitFramebuffer(
		0, 0, texWidth, texHeight,
		0, 0, texWidth, texHeight,
		GL_COLOR_BUFFER_BIT, GL_NEAREST
	);

	// Return to EFB.
	FramebufferManager::SetFramebuffer(0);

	g_renderer->RestoreAPIState();

}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
    m_efbFramebuffer = 0;
    m_efbColor = 0;
    m_efbDepth = 0;
    m_resolvedFramebuffer = 0;
    m_resolvedColorTexture = 0;
    m_resolvedDepthTexture = 0;
    m_xfbFramebuffer = 0;

	m_targetWidth = targetWidth;
	m_targetHeight = targetHeight;

	m_msaaSamples = msaaSamples;
	m_msaaCoverageSamples = msaaCoverageSamples;

	// The EFB can be set to different pixel formats by the game through the
	// BPMEM_ZCOMPARE register (which should probably have a different name).
	// They are:
	// - 24-bit RGB (8-bit components) with 24-bit Z
	// - 24-bit RGBA (6-bit components) with 24-bit Z
	// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
	// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
	// Multisampling depends on user settings.
	// The distinction becomes important for certain operations, i.e. the
	// alpha channel should be ignored if the EFB does not have one.

	// Create EFB target.

	glGenFramebuffersEXT(1, &m_efbFramebuffer);

	if (m_msaaSamples <= 1)
	{
		// EFB targets will be textures in non-MSAA mode.

		GLuint glObj[2];
		glGenTextures(2, glObj);
		m_efbColor = glObj[0];
		m_efbDepth = glObj[1];

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

		// Bind target textures to the EFB framebuffer.

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);

		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);

		GL_REPORT_FBO_ERROR();
	}
	else
	{
		// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
		// Resolve targets will be created to transfer EFB to RAM textures.
		// XFB framebuffer will be created to transfer EFB to XFB texture.

		// Create EFB target renderbuffers.

		GLuint glObj[2];
		glGenRenderbuffersEXT(2, glObj);
		m_efbColor = glObj[0];
		m_efbDepth = glObj[1];

		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
		if (m_msaaCoverageSamples)
			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
		else
			glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);

		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
		if (m_msaaCoverageSamples)
			glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
		else
			glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);

		glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);

		// Bind target renderbuffers to EFB framebuffer.

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);

		glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
		glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);

		GL_REPORT_FBO_ERROR();

		// Create resolved targets for transferring multisampled EFB to texture.

		glGenFramebuffersEXT(1, &m_resolvedFramebuffer);

		glGenTextures(2, glObj);
		m_resolvedColorTexture = glObj[0];
		m_resolvedDepthTexture = glObj[1];

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

		glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

		// Bind resolved textures to resolved framebuffer.

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);

		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);

		GL_REPORT_FBO_ERROR();

		// Return to EFB framebuffer.

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
	}

	// Create XFB framebuffer; targets will be created elsewhere.

	glGenFramebuffersEXT(1, &m_xfbFramebuffer);

	// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
	glViewport(0, 0, m_targetWidth, m_targetHeight);
	glScissor(0, 0, m_targetWidth, m_targetHeight);
	glClearColor(0.f, 0.f, 0.f, 1.f);
	glClearDepth(1.0);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
	m_efbFramebuffer = 0;
	m_xfbFramebuffer = 0;
	m_efbColor = 0;
	m_efbDepth = 0;
	m_efbColorSwap = 0;
	m_resolvedFramebuffer = 0;
	m_resolvedColorTexture = 0;
	m_resolvedDepthTexture = 0;

	m_targetWidth = targetWidth;
	m_targetHeight = targetHeight;

	m_msaaSamples = msaaSamples;

	// The EFB can be set to different pixel formats by the game through the
	// BPMEM_ZCOMPARE register (which should probably have a different name).
	// They are:
	// - 24-bit RGB (8-bit components) with 24-bit Z
	// - 24-bit RGBA (6-bit components) with 24-bit Z
	// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
	// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
	// Multisampling depends on user settings.
	// The distinction becomes important for certain operations, i.e. the
	// alpha channel should be ignored if the EFB does not have one.

	glActiveTexture(GL_TEXTURE0 + 9);

	GLuint glObj[3];
	glGenTextures(3, glObj);
	m_efbColor = glObj[0];
	m_efbDepth = glObj[1];
	m_efbColorSwap = glObj[2];

	// OpenGL MSAA textures are a different kind of texture type and must be allocated
	// with a different function, so we create them separately.
	if (m_msaaSamples <= 1)
	{
		m_textureType = GL_TEXTURE_2D;

		glBindTexture(m_textureType, m_efbColor);
		glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

		glBindTexture(m_textureType, m_efbDepth);
		glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);

		glBindTexture(m_textureType, m_efbColorSwap);
		glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
	}
	else
	{
		m_textureType = GL_TEXTURE_2D_MULTISAMPLE;

		glBindTexture(m_textureType, m_efbColor);
		glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);

		glBindTexture(m_textureType, m_efbDepth);
		glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);

		glBindTexture(m_textureType, m_efbColorSwap);
		glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
		glBindTexture(m_textureType, 0);

		// Although we are able to access the multisampled texture directly, we don't do it everywhere.
		// The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
		// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
		// But as this job isn't done right now, we do need that texture for resolving:
		glGenTextures(2, glObj);
		m_resolvedColorTexture = glObj[0];
		m_resolvedDepthTexture = glObj[1];

		glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

		glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);

		// Bind resolved textures to resolved framebuffer.
		glGenFramebuffers(1, &m_resolvedFramebuffer);
		glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
		GL_REPORT_FBO_ERROR();
	}

	// Create XFB framebuffer; targets will be created elsewhere.
	glGenFramebuffers(1, &m_xfbFramebuffer);

	// Bind target textures to EFB framebuffer.
	glGenFramebuffers(1, &m_efbFramebuffer);
	glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
	GL_REPORT_FBO_ERROR();

	// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
	glViewport(0, 0, m_targetWidth, m_targetHeight);
	glScissor(0, 0, m_targetWidth, m_targetHeight);
	glClearColor(0.f, 0.f, 0.f, 1.f);
	glClearDepthf(1.0f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// reinterpret pixel format
	char vs[] =
		"void main(void) {\n"
		"	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
		"	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
		"}\n";

	// The way to sample the EFB is based on the on the current configuration.
	// As we use the same sampling way for both interpreting shaders, the sampling
	// shader are generated first:
	std::string sampler;
	if (m_msaaSamples <= 1)
	{
		// non-msaa, so just fetch the pixel
		sampler =
			"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
			"vec4 sampleEFB(ivec2 pos) {\n"
			"	return texelFetch(samp9, pos, 0);\n"
			"}\n";
	}
	else if (g_ogl_config.bSupportSampleShading)
	{
		// msaa + sample shading available, so just fetch the sample
		// This will lead to sample shading, but it's the only way to not loose
		// the values of each sample.
		sampler =
			"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
			"vec4 sampleEFB(ivec2 pos) {\n"
			"	return texelFetch(samp9, pos, gl_SampleID);\n"
			"}\n";
	}
	else
	{
		// msaa without sample shading: calculate the mean value of the pixel
		std::stringstream samples;
		samples << m_msaaSamples;
		sampler =
			"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
			"vec4 sampleEFB(ivec2 pos) {\n"
			"	vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
			"	for(int i=0; i<" + samples.str() + "; i++)\n"
			"		color += texelFetch(samp9, pos, i);\n"
			"	return color / " + samples.str() + ";\n"
			"}\n";
	}

	std::string ps_rgba6_to_rgb8 = sampler +
		"out vec4 ocol0;\n"
		"void main()\n"
		"{\n"
		"	ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
		"	ivec4 dst8;\n"
		"	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
		"	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
		"	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
		"	dst8.a = 255;\n"
		"	ocol0 = float4(dst8) / 255.f;\n"
		"}";

	std::string ps_rgb8_to_rgba6 = sampler +
		"out vec4 ocol0;\n"
		"void main()\n"
		"{\n"
		"	ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
		"	ivec4 dst6;\n"
		"	dst6.r = src8.r >> 2;\n"
		"	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
		"	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
		"	dst6.a = src8.b & 0x3F;\n"
		"	ocol0 = float4(dst6) / 63.f;\n"
		"}";

	ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
	ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
Exemple #7
0
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
    u8* srcAddr = Memory::GetPointer(xfbAddr);
    if (!srcAddr)
    {
        WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
        return;
    }

    int srcFmtWidth = srcWidth / 2;

    g_renderer->ResetAPIState(); // reset any game specific settings

    // switch to texture converter frame buffer
    // attach destTexture as color destination
    FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);

    GL_REPORT_FBO_ERROR();

    // activate source texture
    // set srcAddr as data for source texture
    glActiveTexture(GL_TEXTURE0+9);
    glBindTexture(getFbType(), s_srcTexture);

    // TODO: make this less slow.  (How?)
    if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
    {
        glTexSubImage2D(getFbType(), 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
                        GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
    }
    else
    {
        glTexImage2D(getFbType(), 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
                     0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
        s_srcTextureWidth = (GLsizei)srcFmtWidth;
        s_srcTextureHeight = (GLsizei)srcHeight;
    }

    glViewport(0, 0, srcWidth, srcHeight);
    s_yuyvToRgbProgram.Bind();

    GL_REPORT_ERRORD();

    if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
        GLfloat vertices[] = {
            1.f, -1.f,
            (float)srcFmtWidth, (float)srcHeight,
            1.f, 1.f,
            (float)srcFmtWidth, 0.f,
            -1.f, -1.f,
            0.f, (float)srcHeight,
            -1.f, 1.f,
            0.f, 0.f
        };

        glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);

        s_cached_srcHeight = srcHeight;
        s_cached_srcWidth = srcWidth;
    }

    glBindVertexArray( s_decode_VAO );
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    GL_REPORT_ERRORD();

    VertexShaderManager::SetViewportChanged();

    FramebufferManager::SetFramebuffer(0);

    g_renderer->RestoreAPIState();
    GL_REPORT_ERRORD();
}