[Video] Remove gfxFramebufferCopyExt

This commit is contained in:
zilmar 2017-08-03 07:54:45 +10:00
parent f88d27af14
commit bcfa8fbf75
4 changed files with 0 additions and 102 deletions

View File

@ -1114,52 +1114,6 @@ void updateTexture()
}
}
void gfxFramebufferCopyExt(int x, int y, int w, int h, int from, int to, int mode)
{
if (mode == GR_FBCOPY_MODE_DEPTH) {
int tw = 1, th = 1;
if (npot_support) {
tw = g_width; th = g_height;
}
else {
while (tw < g_width) tw <<= 1;
while (th < g_height) th <<= 1;
}
if (from == GR_FBCOPY_BUFFER_BACK && to == GR_FBCOPY_BUFFER_FRONT) {
//printf("save depth buffer %d\n", render_to_texture);
// save the depth image in a texture
//glReadBuffer(current_buffer);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
0, g_viewport_offset, tw, th, 0);
glBindTexture(GL_TEXTURE_2D, default_texture);
return;
}
if (from == GR_FBCOPY_BUFFER_FRONT && to == GR_FBCOPY_BUFFER_BACK) {
//printf("writing to depth buffer %d\n", render_to_texture);
//glPushAttrib(GL_ALL_ATTRIB_BITS);
//glDisable(GL_ALPHA_TEST);
//glDrawBuffer(current_buffer);
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
set_depth_shader();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE);
render_rectangle(texture_unit,
0, 0,
g_width, g_height,
tw, th, -1);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, default_texture);
//glPopAttrib();
return;
}
}
}
void gfxRenderBuffer(GrBuffer_t buffer)
{
#ifdef _WIN32

View File

@ -1405,54 +1405,6 @@ void updateTexture()
grDisplayGLError("updateTexture");
}
void gfxFramebufferCopyExt(int x, int y, int w, int h, int from, int to, int mode)
{
if (mode == GR_FBCOPY_MODE_DEPTH) {
int tw = 1, th = 1;
if (npot_support) {
tw = g_width; th = g_height;
}
else {
while (tw < g_width) tw <<= 1;
while (th < g_height) th <<= 1;
}
if (from == GR_FBCOPY_BUFFER_BACK && to == GR_FBCOPY_BUFFER_FRONT) {
//printf("save depth buffer %d\n", render_to_texture);
// save the depth image in a texture
glReadBuffer(current_buffer);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
0, g_viewport_offset, tw, th, 0);
glBindTexture(GL_TEXTURE_2D, default_texture);
grDisplayGLError("gfxFramebufferCopyExt :: A");
return;
}
if (from == GR_FBCOPY_BUFFER_FRONT && to == GR_FBCOPY_BUFFER_BACK) {
//printf("writing to depth buffer %d\n", render_to_texture);
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_ALPHA_TEST);
glDrawBuffer(current_buffer);
glActiveTextureARB(texture_unit);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
set_depth_shader();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE);
render_rectangle(texture_unit,
0, 0,
g_width, g_height,
tw, th, -1);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, default_texture);
glPopAttrib();
grDisplayGLError("gfxFramebufferCopyExt :: B");
return;
}
}
}
void gfxRenderBuffer(GrBuffer_t buffer)
{
#ifdef _WIN32

View File

@ -54,7 +54,6 @@ void gfxDrawVertexArrayContiguous(uint32_t mode, uint32_t Count, void *pointers,
bool gfxSstWinOpen(GrColorFormat_t color_format, GrOriginLocation_t origin_location, int nColBuffers, int nAuxBuffers);
void gfxAuxBufferExt(GrBuffer_t buffer);
uint32_t gfxGet(uint32_t pname, uint32_t plength, FxI32 *params);
void gfxFramebufferCopyExt(int x, int y, int w, int h, int from, int to, int mode);
void gfxRenderBuffer(GrBuffer_t buffer);
void gfxBufferClear(gfxColor_t color, gfxAlpha_t alpha, uint32_t depth);
void gfxBufferSwap(uint32_t swap_interval);

View File

@ -169,11 +169,4 @@ void set_copy_shader();
void disable_textureSizes();
void ExitFullScreen();
// ZIGGY framebuffer copy extension
// allow to copy the depth or color buffer from back/front to front/back
#define GR_FBCOPY_MODE_DEPTH 0
#define GR_FBCOPY_MODE_COLOR 1
#define GR_FBCOPY_BUFFER_BACK 0
#define GR_FBCOPY_BUFFER_FRONT 1
void CHECK_FRAMEBUFFER_STATUS(void);