mirror of https://github.com/snes9xgit/snes9x.git
glsl: Use core-compatible OpenGL calls.
* Remove glTexCoordPointer because it wasn't affecting anything anyway. * Use GL_TRIANGLE_STRIP instead of deprecated GL_QUADS.
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@ -3,8 +3,8 @@
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#include "shader_helpers.h"
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#include "shader_helpers.h"
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#include "shader_platform.h"
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#include "shader_platform.h"
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static const GLfloat tex_coords[16] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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static const GLfloat tex_coords[16] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f };
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0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
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static const GLfloat mvp_ortho[16] = { 2.0f, 0.0f, 0.0f, 0.0f,
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static const GLfloat mvp_ortho[16] = { 2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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@ -685,14 +685,12 @@ void GLSLShader::render(GLuint &orig,
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GL_TEXTURE_WRAP_T,
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GL_TEXTURE_WRAP_T,
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pass[i].wrap_mode);
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pass[i].wrap_mode);
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glTexCoordPointer(2, GL_FLOAT, 0, tex_coords + (lastpass ? 8 : 0));
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glUseProgram (pass[i].program);
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glUseProgram (pass[i].program);
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set_shader_vars(i);
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set_shader_vars(i);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_QUADS, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// reset vertex attribs set in set_shader_vars
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// reset vertex attribs set in set_shader_vars
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clear_shader_vars();
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clear_shader_vars();
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@ -738,7 +736,6 @@ void GLSLShader::render(GLuint &orig,
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glBindTexture(GL_TEXTURE_2D, orig);
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glBindTexture(GL_TEXTURE_2D, orig);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pass.back().width);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pass.back().width);
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glTexCoordPointer(2, GL_FLOAT, 0, tex_coords + 8);
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}
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}
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void GLSLShader::register_uniforms ()
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void GLSLShader::register_uniforms ()
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