Android: Some tweaking of video plugin
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6634d4252e
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@ -293,7 +293,7 @@ void init_combiner()
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// Creating a fake texture
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// Creating a fake texture
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glBindTexture(GL_TEXTURE_2D, default_texture);
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glBindTexture(GL_TEXTURE_2D, default_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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//glTexImage2D(GL_TEXTURE_2D, 0, 3, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, 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_MAG_FILTER, GL_NEAREST);
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@ -139,9 +139,9 @@ int buffer_cleared;
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// Comment by Ziggy
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// Comment by Ziggy
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// To allocate a new static texture name, take the value (free_texture++)
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// To allocate a new static texture name, take the value (free_texture++)
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int free_texture;
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int free_texture;
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int default_texture; // The infamous "32*1024*1024" is now configurable
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GLuint default_texture; // The infamous "32*1024*1024" is now configurable
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int current_texture;
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int current_texture;
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int depth_texture, color_texture;
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GLuint depth_texture, color_texture;
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int glsl_support = 1;
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int glsl_support = 1;
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int viewport_width, viewport_height, g_viewport_offset = 0, nvidia_viewport_hack = 0;
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int viewport_width, viewport_height, g_viewport_offset = 0, nvidia_viewport_hack = 0;
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int save_w, save_h;
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int save_w, save_h;
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@ -319,9 +319,9 @@ bool gfxSstWinOpen(gfxColorFormat_t color_format, gfxOriginLocation_t origin_loc
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// Allocate static texture names
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// Allocate static texture names
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// The initial value should be big enough to support the maximal resolution
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// The initial value should be big enough to support the maximal resolution
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free_texture = 32 * 2048 * 2048;
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free_texture = 32 * 2048 * 2048;
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default_texture = free_texture++;
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glGenTextures(1, &default_texture);
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color_texture = free_texture++;
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glGenTextures(1, &color_texture);
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depth_texture = free_texture++;
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glGenTextures(1, &depth_texture);
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WriteTrace(TraceGlitch, TraceDebug, "color_format: %d, origin_location: %d, nColBuffers: %d, nAuxBuffers: %d", color_format, origin_location, nColBuffers, nAuxBuffers);
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WriteTrace(TraceGlitch, TraceDebug, "color_format: %d, origin_location: %d, nColBuffers: %d, nAuxBuffers: %d", color_format, origin_location, nColBuffers, nAuxBuffers);
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WriteTrace(TraceGlitch, TraceDebug, "g_width: %d, g_height: %d fullscreen: %d", g_width, g_height, fullscreen);
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WriteTrace(TraceGlitch, TraceDebug, "g_width: %d, g_height: %d fullscreen: %d", g_width, g_height, fullscreen);
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@ -20,26 +20,6 @@ extern int dumping;
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#include <Project64-video/trace.h>
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#include <Project64-video/trace.h>
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#include "types.h"
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#include "types.h"
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#define zscale 1.0f
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// VP added this utility function
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// Returns the bytes per pixel of a given GR texture format
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int grTexFormatSize(int fmt);
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// 03/07/2015 Comment by cxd4 -- regulated GL state machine debugging using glGetError
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extern int grDisplayGLError(const char* message);
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extern int packed_pixels_support;
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extern int ati_sucks;
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extern float largest_supported_anisotropy;
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extern int default_texture; // The infamous "32*1024*1024" is now configurable
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extern int depth_texture;
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void set_depth_shader();
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void set_bw_shader();
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extern float invtex[2];
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extern int buffer_cleared; // Mark that the buffer has been cleared, used to check if we need to reload the texture buffer content
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#ifdef _WIN32
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#ifdef _WIN32
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#include <windows.h>
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#include <windows.h>
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typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC)(HDC hdc);
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typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC)(HDC hdc);
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@ -87,6 +67,26 @@ extern "C" {
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}
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}
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#endif
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#endif
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#define zscale 1.0f
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// VP added this utility function
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// Returns the bytes per pixel of a given GR texture format
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int grTexFormatSize(int fmt);
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// 03/07/2015 Comment by cxd4 -- regulated GL state machine debugging using glGetError
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extern int grDisplayGLError(const char* message);
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extern int packed_pixels_support;
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extern int ati_sucks;
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extern float largest_supported_anisotropy;
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extern GLuint default_texture; // The infamous "32*1024*1024" is now configurable
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extern GLuint depth_texture;
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void set_depth_shader();
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void set_bw_shader();
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extern float invtex[2];
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extern int buffer_cleared; // Mark that the buffer has been cleared, used to check if we need to reload the texture buffer content
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void init_geometry();
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void init_geometry();
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void init_textures();
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void init_textures();
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void init_combiner();
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void init_combiner();
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