VideoOGL: reinitialize some more global variables,
so VideoOGL always is in the same state when starting a guest program. Also constify the RasterFont, while we are at it. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7166 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -104,6 +104,8 @@ inline GLuint VarToGL(VarType t)
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void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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{
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s_prevcomponents = 0;
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vertex_stride = _vtx_decl.stride;
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vertex_stride = _vtx_decl.stride;
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using namespace Gen;
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using namespace Gen;
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@ -22,7 +22,7 @@
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#include "RasterFont.h"
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#include "RasterFont.h"
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// globals
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// globals
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GLubyte rasters[][13] = {
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const GLubyte rasters[][13] = {
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
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{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
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@ -192,6 +192,17 @@ void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
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// Init functions
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// Init functions
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Renderer::Renderer()
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Renderer::Renderer()
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{
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{
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OSDInternalW = 0;
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OSDInternalH = 0;
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s_fps=0;
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#if defined _WIN32 || defined HAVE_LIBAV
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s_bAVIDumping = false;
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#else
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f_pFrameDump = NULL;
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#endif
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bool bSuccess = true;
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bool bSuccess = true;
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s_blendMode = 0;
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s_blendMode = 0;
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s_MSAACoverageSamples = 0;
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s_MSAACoverageSamples = 0;
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@ -146,10 +146,13 @@ void Init()
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
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s_srcTextureWidth = 0;
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s_srcTextureHeight = 0;
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glGenTextures(1, &s_srcTexture);
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glGenTextures(1, &s_srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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_MIN_FILTER, GL_NEAREST);
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CreateRgbToYuyvProgram();
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CreateRgbToYuyvProgram();
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CreateYuyvToRgbProgram();
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CreateYuyvToRgbProgram();
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