Cocoa Port:
- Simplify some drawing code in the OpenGL blitter.
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afb63d0b2f
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45b559eae6
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@ -4217,8 +4217,7 @@ static LUTValues *_HQ2xLUT = NULL;
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static LUTValues *_HQ3xLUT = NULL;
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static LUTValues *_HQ4xLUT = NULL;
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static const GLint filterVtxBuffer[8] = {-1, -1, 1, -1, 1, 1, -1, 1};
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static const GLubyte filterElementBuffer[6] = {0, 1, 2, 2, 3, 0};
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static const GLint filterVtxBuffer[8] = {-1, -1, 1, -1, -1, 1, 1, 1};
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static const GLubyte outputElementBuffer[12] = {0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4};
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void GetGLVersionOGL(GLint *outMajor, GLint *outMinor, GLint *outRevision)
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@ -5078,7 +5077,6 @@ OGLFilter::~OGLFilter()
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glDeleteTextures(1, &this->_texDstID);
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glDeleteBuffers(1, &this->_vboVtxID);
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glDeleteBuffers(1, &this->_vboTexCoordID);
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glDeleteBuffers(1, &this->_vboElementID);
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}
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void OGLFilter::GetSupport(int vfTypeID, bool *outSupportCPU, bool *outSupportShader)
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@ -5109,9 +5107,9 @@ void OGLFilter::OGLFilterInit(GLsizei srcWidth, GLsizei srcHeight, GLfloat scale
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_texCoordBuffer[1] = 0;
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_texCoordBuffer[2] = _srcWidth;
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_texCoordBuffer[3] = 0;
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_texCoordBuffer[4] = _srcWidth;
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_texCoordBuffer[4] = 0;
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_texCoordBuffer[5] = _srcHeight;
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_texCoordBuffer[6] = 0;
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_texCoordBuffer[6] = _srcWidth;
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_texCoordBuffer[7] = _srcHeight;
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glGenTextures(1, &_texDstID);
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@ -5130,7 +5128,6 @@ void OGLFilter::OGLFilterInit(GLsizei srcWidth, GLsizei srcHeight, GLfloat scale
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glGenBuffers(1, &_vboVtxID);
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glGenBuffers(1, &_vboTexCoordID);
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glGenBuffers(1, &_vboElementID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboVtxID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(filterVtxBuffer), filterVtxBuffer, GL_STATIC_DRAW);
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@ -5138,10 +5135,6 @@ void OGLFilter::OGLFilterInit(GLsizei srcWidth, GLsizei srcHeight, GLfloat scale
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glBufferData(GL_ARRAY_BUFFER, sizeof(_texCoordBuffer), _texCoordBuffer, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboElementID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(filterElementBuffer), filterElementBuffer, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glGenVertexArraysDESMUME(1, &_vaoID);
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glBindVertexArrayDESMUME(_vaoID);
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@ -5149,7 +5142,6 @@ void OGLFilter::OGLFilterInit(GLsizei srcWidth, GLsizei srcHeight, GLfloat scale
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glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_INT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _vboTexCoordID);
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glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_INT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboElementID);
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glEnableVertexAttribArray(OGLVertexAttributeID_Position);
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glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
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@ -5240,7 +5232,7 @@ GLuint OGLFilter::RunFilterOGL(GLuint srcTexID)
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArrayDESMUME(0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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@ -5294,8 +5286,8 @@ void OGLFilterDeposterize::SetSrcSizeOGL(GLsizei w, GLsizei h)
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this->_dstHeight = this->_srcHeight * this->_scale;
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this->_texCoordBuffer[2] = w;
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this->_texCoordBuffer[4] = w;
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this->_texCoordBuffer[5] = h;
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this->_texCoordBuffer[6] = w;
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this->_texCoordBuffer[7] = h;
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glBindBuffer(GL_ARRAY_BUFFER, this->_vboTexCoordID);
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@ -5325,12 +5317,12 @@ GLuint OGLFilterDeposterize::RunFilterOGL(GLuint srcTexID)
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, this->_texIntermediateID, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texIntermediateID);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, this->_texDstID, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArrayDESMUME(0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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@ -5346,8 +5338,6 @@ OGLImage::OGLImage(OGLInfo *oglInfo, GLsizei imageWidth, GLsizei imageHeight, GL
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_needUploadVertices = true;
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_useDeposterize = false;
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_vtxElementPointer = 0;
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_normalWidth = imageWidth;
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_normalHeight = imageHeight;
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_viewportWidth = viewportWidth;
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@ -5388,7 +5378,6 @@ OGLImage::OGLImage(OGLInfo *oglInfo, GLsizei imageWidth, GLsizei imageHeight, GL
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// Set up VBOs
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glGenBuffersARB(1, &_vboVertexID);
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glGenBuffersARB(1, &_vboTexCoordID);
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glGenBuffersARB(1, &_vboElementID);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, _vboVertexID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(_vtxBuffer), _vtxBuffer, GL_STATIC_DRAW_ARB);
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@ -5396,10 +5385,6 @@ OGLImage::OGLImage(OGLInfo *oglInfo, GLsizei imageWidth, GLsizei imageHeight, GL
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(_texCoordBuffer), _texCoordBuffer, GL_STATIC_DRAW_ARB);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, _vboElementID);
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glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLubyte) * 6, outputElementBuffer, GL_STATIC_DRAW_ARB);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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// Set up VAO
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glGenVertexArraysDESMUME(1, &_vaoMainStatesID);
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glBindVertexArrayDESMUME(_vaoMainStatesID);
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@ -5410,7 +5395,6 @@ OGLImage::OGLImage(OGLInfo *oglInfo, GLsizei imageWidth, GLsizei imageHeight, GL
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glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_INT, GL_FALSE, 0, 0);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, _vboTexCoordID);
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glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, _vboElementID);
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glEnableVertexAttribArray(OGLVertexAttributeID_Position);
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glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
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@ -5421,7 +5405,6 @@ OGLImage::OGLImage(OGLInfo *oglInfo, GLsizei imageWidth, GLsizei imageHeight, GL
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glVertexPointer(2, GL_INT, 0, 0);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, _vboTexCoordID);
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glTexCoordPointer(2, GL_FLOAT, 0, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, _vboElementID);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -5486,7 +5469,6 @@ OGLImage::~OGLImage()
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glDeleteBuffersARB(1, &this->_vboVertexID);
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glDeleteBuffersARB(1, &this->_vboTexCoordID);
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glDeleteBuffersARB(1, &this->_vboElementID);
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glDeleteTextures(1, &this->_texCPUFilterDstID);
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glDeleteTextures(1, &this->_texVideoInputDataID);
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@ -5584,8 +5566,8 @@ void OGLImage::UpdateVertices()
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_vtxBuffer[0] = -w/2; _vtxBuffer[1] = h/2;
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_vtxBuffer[2] = w/2; _vtxBuffer[3] = h/2;
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_vtxBuffer[4] = w/2; _vtxBuffer[5] = -h/2;
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_vtxBuffer[6] = -w/2; _vtxBuffer[7] = -h/2;
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_vtxBuffer[4] = -w/2; _vtxBuffer[5] = -h/2;
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_vtxBuffer[6] = w/2; _vtxBuffer[7] = -h/2;
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this->_needUploadVertices = true;
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}
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@ -5594,8 +5576,8 @@ void OGLImage::UpdateTexCoords(GLfloat s, GLfloat t)
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{
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_texCoordBuffer[0] = 0.0f; _texCoordBuffer[1] = 0.0f;
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_texCoordBuffer[2] = s; _texCoordBuffer[3] = 0.0f;
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_texCoordBuffer[4] = s; _texCoordBuffer[5] = t;
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_texCoordBuffer[6] = 0.0f; _texCoordBuffer[7] = t;
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_texCoordBuffer[4] = 0.0f; _texCoordBuffer[5] = t;
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_texCoordBuffer[6] = s; _texCoordBuffer[7] = t;
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}
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bool OGLImage::CanUseShaderBasedFilters()
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@ -6131,7 +6113,7 @@ void OGLImage::RenderOGL()
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texVideoOutputID);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, this->_displayTexFilter);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, this->_displayTexFilter);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, this->_vtxElementPointer);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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// Disable vertex attributes
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@ -136,7 +136,6 @@ protected:
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GLuint _vaoID;
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GLuint _vboVtxID;
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GLuint _vboTexCoordID;
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GLuint _vboElementID;
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GLfloat _scale;
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GLsizei _srcWidth;
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@ -206,8 +205,6 @@ protected:
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GLsizei _viewportWidth;
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GLsizei _viewportHeight;
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GLubyte *_vtxElementPointer;
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GLint _displayTexFilter;
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GLuint _texCPUFilterDstID;
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@ -226,7 +223,6 @@ protected:
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GLuint _vaoMainStatesID;
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GLuint _vboVertexID;
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GLuint _vboTexCoordID;
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GLuint _vboElementID;
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GLint _uniformFinalOutputAngleDegrees;
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GLint _uniformFinalOutputScalar;
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