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:
nakeee 2008-10-05 05:39:59 +00:00
parent c69506bb46
commit 4782f893d7
3 changed files with 55 additions and 55 deletions

View File

@ -156,18 +156,18 @@ bool Renderer::Create2()
// create the framebuffer targets
glGenTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
for(u32 i = 0; i < ARRAYSIZE(s_RenderTargets); ++i) {
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[i]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[i]);
// initialize to default
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
s_nCurTarget = 0;
@ -179,18 +179,18 @@ bool Renderer::Create2()
if( nMaxMRT > 1 ) {
// create zbuffer target
glGenTextures(1, (GLuint *)&s_ZBufferTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// create the depth buffer
@ -206,15 +206,15 @@ bool Renderer::Create2()
GL_REPORT_ERROR();
// set as render targets
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget], 0 );
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget], 0 );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
GL_REPORT_ERROR();
if( s_ZBufferTarget != 0 ) {
// test to make sure it works
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, 0);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
if( bFailed ) {
glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
@ -471,7 +471,7 @@ bool Renderer::CanBlendLogicOp()
void Renderer::SetRenderTarget(u32 targ)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
}
void Renderer::SetDepthTarget(u32 targ)
@ -531,7 +531,7 @@ void Renderer::SetZBufferRender()
nZBufferRender = 10; // give it 10 frames
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, s_drawbuffers);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, 0);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
}
@ -547,7 +547,7 @@ void Renderer::FlushZBufferAlphaToTarget()
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
@ -566,7 +566,7 @@ void Renderer::FlushZBufferAlphaToTarget()
GL_REPORT_ERRORD();
glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
RestoreGLState();
}
@ -659,7 +659,7 @@ void Renderer::Swap(const TRectangle& rc)
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget]);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
@ -672,7 +672,7 @@ void Renderer::Swap(const TRectangle& rc)
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
static int fpscount;
@ -766,7 +766,7 @@ void Renderer::Swap(const TRectangle& rc)
// turn off
nZBufferRender = 0;
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
}
}
@ -778,7 +778,7 @@ void Renderer::Swap(const TRectangle& rc)
// for testing zbuffer targets
//Renderer::SetZBufferRender();
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
}
bool Renderer::SaveRenderTarget(const char* filename, int jpeg)

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@ -59,8 +59,8 @@ void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode)
mode = newmode;
if( isNonPow2 ) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) {
DEBUG_LOG("cannot support mirrorred repeat mode\n");
}
@ -207,8 +207,8 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
if(entry.isRenderTarget || (((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash)) { //stupid, improve
entry.frameCount = frameCount;
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D, entry.texture);
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
return &entry;
@ -255,7 +255,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
entry.isNonPow2 = ((width&(width-1)) || (height&(height-1)));
glGenTextures(1, (GLuint *)&entry.texture);
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D;
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
glBindTexture(target, entry.texture);
if (expandedWidth != width)
@ -298,7 +298,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive,textures.size());
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
return &entry;
@ -336,8 +336,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
if( !bIsInit ) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else {
@ -345,7 +345,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
bool bReInit = true;
if( entry.w == w && entry.h == h ) {
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
@ -357,21 +357,21 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if( !bIsInit || !entry.isRenderTarget ) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
@ -487,7 +487,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
@ -528,7 +528,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
glViewport(0, 0, w, h);
@ -557,8 +557,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_NV, entry.texture, entry.w, entry.h);
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
}
void TextureMngr::EnableTex2D(int stage)
@ -569,7 +569,7 @@ void TextureMngr::EnableTex2D(int stage)
}
if( nTexRECTEnabled & (1<<stage) ) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_NV);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}
@ -581,7 +581,7 @@ void TextureMngr::EnableTexRECT(int stage)
}
if( !(nTexRECTEnabled & (1<<stage)) ) {
nTexRECTEnabled |= (1<<stage);
glEnable(GL_TEXTURE_RECTANGLE_NV);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
}
@ -597,6 +597,6 @@ void TextureMngr::DisableStage(int stage)
if( nTexRECTEnabled & (1<<stage) ) {
nTexRECTEnabled &= ~(1<<stage);
if( !bset ) glActiveTexture(GL_TEXTURE0+stage);
glDisable(GL_TEXTURE_RECTANGLE_NV);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}

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@ -36,16 +36,16 @@ void XFB_Init()
xfb_buffer = new u8[XFB_WIDTH * XFB_HEIGHT * 4];
memset(xfb_buffer, 0, XFB_WIDTH * XFB_HEIGHT * 4);
glGenTextures(1, &xfb_texture);
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);
}
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);