OpenGL: attributeless rendering in emulate format changes
only cleanup
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dd0b74ac15
commit
38fe05b1df
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@ -33,8 +33,6 @@ GLuint FramebufferManager::m_resolvedDepthTexture;
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GLuint FramebufferManager::m_xfbFramebuffer;
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GLuint FramebufferManager::m_xfbFramebuffer;
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// reinterpret pixel format
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// reinterpret pixel format
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GLuint FramebufferManager::m_pixel_format_vao;
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GLuint FramebufferManager::m_pixel_format_vbo;
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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@ -177,25 +175,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// reinterpret pixel format
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// reinterpret pixel format
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glGenBuffers(1, &m_pixel_format_vbo);
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glGenVertexArrays(1, &m_pixel_format_vao);
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glBindVertexArray(m_pixel_format_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_pixel_format_vbo);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*2, NULL);
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float vertices[] = {
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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1.0, 1.0,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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char vs[] =
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char vs[] =
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"ATTRIN vec2 rawpos;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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"}\n";
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char ps_rgba6_to_rgb8[] =
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char ps_rgba6_to_rgb8[] =
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@ -261,8 +244,6 @@ FramebufferManager::~FramebufferManager()
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m_efbDepth = 0;
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m_efbDepth = 0;
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// reinterpret pixel format
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// reinterpret pixel format
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glDeleteVertexArrays(1, &m_pixel_format_vao);
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glDeleteBuffers(1, &m_pixel_format_vbo);
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m_pixel_format_shaders[0].Destroy();
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m_pixel_format_shaders[0].Destroy();
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m_pixel_format_shaders[1].Destroy();
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m_pixel_format_shaders[1].Destroy();
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}
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}
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@ -393,7 +374,6 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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glBindVertexArray(m_pixel_format_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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g_renderer->RestoreAPIState();
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g_renderer->RestoreAPIState();
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@ -113,8 +113,6 @@ private:
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static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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// For pixel format draw
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// For pixel format draw
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static GLuint m_pixel_format_vbo;
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static GLuint m_pixel_format_vao;
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static SHADER m_pixel_format_shaders[2];
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static SHADER m_pixel_format_shaders[2];
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};
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};
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