OpenGL: always use texture2d as efb
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230e12ae8c
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@ -79,24 +79,24 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbDepth = glObj[1];
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m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
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glBindTexture(getFbType(), m_efbColor);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_efbColor);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_efbDepth);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, m_efbDepth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// Bind target textures to the EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_efbDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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}
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@ -144,20 +144,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_resolvedColorTexture = glObj[0];
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m_resolvedDepthTexture = glObj[1];
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_resolvedDepthTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// Bind resolved textures to resolved framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_resolvedDepthTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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@ -386,11 +386,11 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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m_resolvedColorTexture = src_texture;
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// also switch them on fbo
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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}
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE0 + 9);
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glBindTexture(getFbType(), src_texture);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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glBindVertexArray(m_pixel_format_vao);
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@ -57,14 +57,6 @@ struct XFBSource : public XFBSourceBase
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const GLuint texture;
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};
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inline GLenum getFbType()
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{
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#ifndef USE_GLES3
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return GL_TEXTURE_RECTANGLE;
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#endif
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return GL_TEXTURE_2D;
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}
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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@ -296,7 +296,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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GL_REPORT_ERRORD();
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(getFbType(), read_texture);
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glBindTexture(GL_TEXTURE_2D, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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@ -178,8 +178,8 @@ void Init()
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glActiveTexture(GL_TEXTURE0 + 9);
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glGenTextures(1, &s_srcTexture);
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glBindTexture(getFbType(), s_srcTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glGenTextures(1, &s_dstTexture);
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glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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@ -223,17 +223,17 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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// set source texture
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(getFbType(), srcTexture);
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glBindTexture(GL_TEXTURE_2D, srcTexture);
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if (linearFilter)
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{
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glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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else
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{
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glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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GL_REPORT_ERRORD();
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@ -394,8 +394,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// activate source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(getFbType(), s_srcTexture);
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glTexImage2D(getFbType(), 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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glViewport(0, 0, srcWidth, srcHeight);
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s_yuyvToRgbProgram.Bind();
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