fix some AMD issues
This is only a hack. The correct solution would be: 1. don't use GL_TEXTURE_RECT ever. GL_TEXTURE_2D should also be faster 2. use GL_TEXTURE8+ for util textures 3. both
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@ -341,6 +341,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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{
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// Texture map xfbSource->texture onto the main buffer
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
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@ -373,6 +374,8 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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GL_REPORT_ERRORD();
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}
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@ -1185,6 +1185,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if(!( s_cached_targetRc == targetRc)) {
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@ -121,7 +121,6 @@ TextureCache::TCacheEntry::TCacheEntry()
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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GL_REPORT_ERRORD();
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@ -215,7 +214,6 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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//glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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//GL_REPORT_ERRORD();
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@ -307,6 +305,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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@ -369,6 +368,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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GL_REPORT_ERRORD();
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@ -472,7 +473,6 @@ TextureCache::~TextureCache()
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void TextureCache::DisableStage(unsigned int stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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@ -190,6 +190,7 @@ void Init()
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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_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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CreateRgbToYuyvProgram();
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CreateYuyvToRgbProgram();
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@ -236,6 +237,7 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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// set source texture
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
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if (linearFilter)
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@ -280,6 +282,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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GL_REPORT_ERRORD();
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// .. and then read back the results.
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@ -383,7 +387,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
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FramebufferManager::SetFramebuffer(0);
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VertexShaderManager::SetViewportChanged();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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GL_REPORT_ERRORD();
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@ -407,6 +410,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// switch to texture converter frame buffer
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// attach destTexture as color destination
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
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@ -419,6 +423,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: make this less slow. (How?)
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