mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: always set texture parameter
* Avoid bug after a pause * Not faster anyway * keep old method only for gl retracer to reduce debugging noise Remove some old&useless comment
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@ -165,25 +165,6 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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: m_pbo_id(0),
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m_pbo_size(0)
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{
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// *************************************************************
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// Opengl world
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// Render work in parallal with framebuffer object (FBO) http://www.opengl.org/wiki/Framebuffer_Objects
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// render are attached to FBO through : gl_FramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS
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// FBO : constructor -> gl_GenFramebuffers, gl_DeleteFramebuffers
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// binding -> gl_BindFramebuffer (target can be read/write/both)
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// blit -> gl_BlitFramebuffer (read FB to draw FB)
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// info -> gl_IsFramebuffer, glGetFramebufferAttachmentParameter, gl_CheckFramebufferStatus
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//
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// There are two types of framebuffer-attachable images; texture images and renderbuffer images.
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// If an image of a texture object is attached to a framebuffer, OpenGL performs "render to texture".
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// And if an image of a renderbuffer object is attached to a framebuffer, then OpenGL performs "offscreen rendering".
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// Blitting:
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// gl_DrawBuffers
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// glReadBuffer
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// gl_BlitFramebuffer
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// *************************************************************
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// m_size.x = w;
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// m_size.y = h;
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// FIXME
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@ -239,11 +220,6 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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//FIXME I not sure we need a pixel buffer object. It seems more a texture
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// gl_GenBuffers(1, &m_texture_id);
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// ASSERT(0);
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// Note there is also a buffer texture!!!
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// http://www.opengl.org/wiki/Buffer_Texture
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// Note: in this case it must use in GLSL
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// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
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// corollary we can maybe use it for multisample stuff
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case GSTexture::Texture:
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case GSTexture::RenderTarget:
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case GSTexture::DepthStencil:
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@ -310,16 +286,16 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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EnableUnit();
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// Note: FGLRX crashes with the default path. It is happy with PBO. However not sure PBO are big enough for
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// big upscale
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// Note: with latest improvement, Pbo could be faster
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#if 1
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// Note: not really a performance optimization but it reduces noise
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// for gl retracers
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// Note: reduce noise for gl retracers
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// It might introduce bug after an emulator pause so always set it in standard mode
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if (GLLoader::in_replayer) {
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static uint32 unpack_alignment = 0;
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if (unpack_alignment != m_int_alignment) {
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unpack_alignment = m_int_alignment;
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glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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}
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} else {
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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}
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char* src = (char*)data;
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@ -335,13 +311,17 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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PboPool::Unmap();
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// Note: not really a performance optimization but it reduces noise
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// for gl retracers
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// Note: reduce noise for gl retracers
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// It might introduce bug after an emulator pause so always set it in standard mode
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if (GLLoader::in_replayer) {
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static int unpack_row_length = 0;
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if (unpack_row_length != (pitch >> m_int_shift)) {
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unpack_row_length = pitch >> m_int_shift;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
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}
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} else {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
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// Normally only affect TexSubImage call. (i.e. only the previous line)
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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@ -353,8 +333,8 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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return true;
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#else
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// For reference, standard upload without pbo (Used to crash on FGLRX)
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#if 0
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// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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