Use GL_TEXTURE_RECTANGLE_ARB instead GL_TEXTURE_RECTANGLE_NV hoping for better ati support
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@776 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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c69506bb46
commit
4782f893d7
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@ -156,18 +156,18 @@ bool Renderer::Create2()
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// create the framebuffer targets
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glGenTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
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for(u32 i = 0; i < ARRAYSIZE(s_RenderTargets); ++i) {
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[i]);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[i]);
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// initialize to default
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if( glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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s_nCurTarget = 0;
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@ -179,18 +179,18 @@ bool Renderer::Create2()
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if( nMaxMRT > 1 ) {
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// create zbuffer target
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glGenTextures(1, (GLuint *)&s_ZBufferTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if( glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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// create the depth buffer
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@ -206,15 +206,15 @@ bool Renderer::Create2()
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GL_REPORT_ERROR();
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// set as render targets
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget], 0 );
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget], 0 );
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
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GL_REPORT_ERROR();
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if( s_ZBufferTarget != 0 ) {
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// test to make sure it works
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, 0);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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if( bFailed ) {
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glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
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@ -471,7 +471,7 @@ bool Renderer::CanBlendLogicOp()
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void Renderer::SetRenderTarget(u32 targ)
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
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}
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void Renderer::SetDepthTarget(u32 targ)
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@ -531,7 +531,7 @@ void Renderer::SetZBufferRender()
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nZBufferRender = 10; // give it 10 frames
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GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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glDrawBuffers(2, s_drawbuffers);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, 0);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
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}
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@ -547,7 +547,7 @@ void Renderer::FlushZBufferAlphaToTarget()
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// texture map s_RenderTargets[s_curtarget] onto the main buffer
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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TextureMngr::EnableTexRECT(0);
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// disable all other stages
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for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
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@ -566,7 +566,7 @@ void Renderer::FlushZBufferAlphaToTarget()
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GL_REPORT_ERRORD();
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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RestoreGLState();
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}
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@ -659,7 +659,7 @@ void Renderer::Swap(const TRectangle& rc)
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// texture map s_RenderTargets[s_curtarget] onto the main buffer
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget]);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget]);
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TextureMngr::EnableTexRECT(0);
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// disable all other stages
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for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
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@ -672,7 +672,7 @@ void Renderer::Swap(const TRectangle& rc)
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glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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static int fpscount;
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@ -766,7 +766,7 @@ void Renderer::Swap(const TRectangle& rc)
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// turn off
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nZBufferRender = 0;
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
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}
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}
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@ -778,7 +778,7 @@ void Renderer::Swap(const TRectangle& rc)
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// for testing zbuffer targets
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//Renderer::SetZBufferRender();
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
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}
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bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
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@ -59,8 +59,8 @@ void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode)
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mode = newmode;
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if( isNonPow2 ) {
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// very limited!
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
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if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) {
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DEBUG_LOG("cannot support mirrorred repeat mode\n");
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}
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@ -207,8 +207,8 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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if(entry.isRenderTarget || (((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash)) { //stupid, improve
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entry.frameCount = frameCount;
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
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glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D, entry.texture);
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
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glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, entry.texture);
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if (entry.mode.hex != tm0.hex)
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entry.SetTextureParameters(tm0);
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return &entry;
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@ -255,7 +255,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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entry.isNonPow2 = ((width&(width-1)) || (height&(height-1)));
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glGenTextures(1, (GLuint *)&entry.texture);
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GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D;
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GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
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glBindTexture(target, entry.texture);
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if (expandedWidth != width)
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@ -298,7 +298,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive,textures.size());
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
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//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
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//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
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return &entry;
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@ -336,8 +336,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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if( !bIsInit ) {
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glGenTextures(1, (GLuint *)&entry.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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GL_REPORT_ERRORD();
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}
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else {
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@ -345,7 +345,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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bool bReInit = true;
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if( entry.w == w && entry.h == h ) {
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
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// for some reason mario sunshine errors here...
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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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@ -357,21 +357,21 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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// necessary, for some reason opengl gives errors when texture isn't deleted
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glDeleteTextures(1,(GLuint *)&entry.texture);
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glGenTextures(1, (GLuint *)&entry.texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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GL_REPORT_ERRORD();
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}
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}
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if( !bIsInit || !entry.isRenderTarget ) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if( glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERRORD();
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}
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}
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@ -487,7 +487,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
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// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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// GL_REPORT_ERRORD();
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// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
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// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
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// entry.isUpsideDown = true; // note that the copy is upside down!!
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// GL_REPORT_ERRORD();
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// return;
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@ -528,7 +528,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
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TextureMngr::EnableTexRECT(0);
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glViewport(0, 0, w, h);
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@ -557,8 +557,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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Renderer::SetZBufferRender(); // notify for future settings
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GL_REPORT_ERRORD();
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//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_NV, entry.texture, entry.w, entry.h);
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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}
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void TextureMngr::EnableTex2D(int stage)
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@ -569,7 +569,7 @@ void TextureMngr::EnableTex2D(int stage)
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}
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if( nTexRECTEnabled & (1<<stage) ) {
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nTexRECTEnabled &= ~(1<<stage);
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glDisable(GL_TEXTURE_RECTANGLE_NV);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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}
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@ -581,7 +581,7 @@ void TextureMngr::EnableTexRECT(int stage)
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}
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if( !(nTexRECTEnabled & (1<<stage)) ) {
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nTexRECTEnabled |= (1<<stage);
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glEnable(GL_TEXTURE_RECTANGLE_NV);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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}
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}
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@ -597,6 +597,6 @@ void TextureMngr::DisableStage(int stage)
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if( nTexRECTEnabled & (1<<stage) ) {
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nTexRECTEnabled &= ~(1<<stage);
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if( !bset ) glActiveTexture(GL_TEXTURE0+stage);
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glDisable(GL_TEXTURE_RECTANGLE_NV);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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}
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@ -36,16 +36,16 @@ void XFB_Init()
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xfb_buffer = new u8[XFB_WIDTH * XFB_HEIGHT * 4];
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memset(xfb_buffer, 0, XFB_WIDTH * XFB_HEIGHT * 4);
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glGenTextures(1, &xfb_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, xfb_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
|
||||
}
|
||||
|
||||
void XFB_Draw(u8 *xfb_in_ram)
|
||||
{
|
||||
Renderer::ResetGLState();
|
||||
ConvertXFB((u32 *)xfb_buffer, xfb_in_ram, XFB_WIDTH, XFB_HEIGHT);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_NV, xfb_texture);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
|
||||
TextureMngr::EnableTexRECT(0);
|
||||
for (int i = 1; i < 8; ++i)
|
||||
TextureMngr::DisableStage(i);
|
||||
|
|
Loading…
Reference in New Issue