fix ShowEFBCopyRegions

those fancy colors were the result of the usage of non-allocated heap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-07 22:49:18 +01:00 committed by Ryan Houdek
parent 6864b40e26
commit 8b62be2025
2 changed files with 90 additions and 34 deletions

View File

@ -236,7 +236,7 @@ bool GetConfig(const int &type)
case CONFIG_DISABLEFOG: case CONFIG_DISABLEFOG:
return g_ActiveConfig.bDisableFog; return g_ActiveConfig.bDisableFog;
case CONFIG_SHOWEFBREGIONS: case CONFIG_SHOWEFBREGIONS:
return false; return g_ActiveConfig.bShowEFBCopyRegions;
default: default:
PanicAlert("GetConfig Error: Unknown Config Type!"); PanicAlert("GetConfig Error: Unknown Config Type!");
return false; return false;

View File

@ -533,13 +533,15 @@ void Renderer::DrawDebugInfo()
// Set Line Size // Set Line Size
glLineWidth(3.0f); glLineWidth(3.0f);
GLfloat *RectPoints = new GLfloat[stats.efb_regions.size() * 16]; // 2*Coords + 3*Color
GLfloat *Colours = new GLfloat[stats.efb_regions.size() * 3]; GLfloat *Vertices = new GLfloat[stats.efb_regions.size() * (2+3)*2*6];
// Draw EFB copy regions rectangles // Draw EFB copy regions rectangles
int a = 0; int a = 0;
GLfloat color[3] = {0.0f, 1.0f, 1.0f};
for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin(); for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
it != stats.efb_regions.end(); ++it, ++a) it != stats.efb_regions.end(); ++it)
{ {
GLfloat halfWidth = EFB_WIDTH / 2.0f; GLfloat halfWidth = EFB_WIDTH / 2.0f;
GLfloat halfHeight = EFB_HEIGHT / 2.0f; GLfloat halfHeight = EFB_HEIGHT / 2.0f;
@ -548,33 +550,88 @@ void Renderer::DrawDebugInfo()
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth); GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight); GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);
Colours[a * 3] = 0.0f; Vertices[a++] = x;
Colours[a * 3 + 1] = 1.0f; Vertices[a++] = y;
Colours[a * 3 + 2] = 1.0f; Vertices[a++] = color[0];
Vertices[a++] = color[1];
RectPoints[a * 16] = x; Vertices[a++] = color[2];
RectPoints[a * 16 + 1] = y;
RectPoints[a * 16 + 2] = x2; Vertices[a++] = x2;
RectPoints[a * 16 + 3] = y; Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
RectPoints[a * 16 + 4] = x;
RectPoints[a * 16 + 5] = y2; Vertices[a++] = x2;
Vertices[a++] = y;
RectPoints[a * 16 + 6] = x2; Vertices[a++] = color[0];
RectPoints[a * 16 + 7] = y2; Vertices[a++] = color[1];
Vertices[a++] = color[2];
RectPoints[a * 16 + 8] = x;
RectPoints[a * 16 + 9] = y; Vertices[a++] = x2;
Vertices[a++] = y2;
RectPoints[a * 16 + 10] = x; Vertices[a++] = color[0];
RectPoints[a * 16 + 11] = y2; Vertices[a++] = color[1];
Vertices[a++] = color[2];
RectPoints[a * 16 + 12] = x2;
RectPoints[a * 16 + 13] = y;
Vertices[a++] = x2;
RectPoints[a * 16 + 14] = x2; Vertices[a++] = y2;
RectPoints[a * 16 + 15] = y2; Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
// TO DO: build something nicer here
GLfloat temp = color[0];
color[0] = color[1];
color[1] = color[2];
color[2] = temp;
} }
// disable all pointer, TODO: use VAO // disable all pointer, TODO: use VAO
@ -590,11 +647,10 @@ void Renderer::DrawDebugInfo()
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} }
glColorPointer (3, GL_FLOAT, 0, Colours); glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, Vertices+2);
glVertexPointer(2, GL_FLOAT, 0, RectPoints); glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, Vertices);
glDrawArrays(GL_LINE_STRIP, 0, stats.efb_regions.size() * 8); glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
delete[] RectPoints; delete[] Vertices;
delete[] Colours;
// Restore Line Size // Restore Line Size
glLineWidth(lSize); glLineWidth(lSize);