OGL: use GL_TEXTURE* constants
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a26cf63783
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@ -65,7 +65,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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GLuint glObj[3];
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glGenTextures(3, glObj);
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@ -540,7 +540,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(m_textureType, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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@ -593,7 +593,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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@ -152,7 +152,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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m_config.SetDirty(false);
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}
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -142,7 +142,7 @@ RasterFont::RasterFont()
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{
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// generate the texture
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0+8);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_2D, texture);
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std::vector<u32> texture_data(CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT);
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for (int y = 0; y < CHAR_HEIGHT; y++)
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@ -58,7 +58,7 @@ bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtua
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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glBindTexture(textarget, 0);
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@ -117,7 +117,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConf
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{
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TCacheEntry* entry = new TCacheEntry(config);
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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@ -146,7 +146,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested",
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level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height);
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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if (expanded_width != width)
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@ -176,7 +176,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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OpenGL_BindAttributelessVAO();
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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glViewport(0, 0, config.width, config.height);
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@ -487,7 +487,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unc
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TCacheEntry* entry = (TCacheEntry*) _entry;
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TCacheEntry* unconverted = (TCacheEntry*) _unconverted;
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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@ -502,7 +502,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unc
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glUniform1f(s_palette_multiplier_uniform[format], unconverted->format == 0 ? 15.0f : 255.0f);
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glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
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glActiveTexture(GL_TEXTURE0 + 10);
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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OpenGL_BindAttributelessVAO();
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@ -172,7 +172,7 @@ void Init()
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{
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glGenFramebuffers(2, s_texConvFrameBuffer);
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glGenTextures(1, &s_srcTexture);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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@ -225,7 +225,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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OpenGL_BindAttributelessVAO();
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// set source texture
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
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if (linearFilter)
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@ -374,7 +374,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// activate source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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