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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Fix FrameBuffer_RenderBuffer for GLES2.

This commit is contained in:
Sergey Lipskiy 2014-04-10 22:44:05 +07:00
parent caf4353295
commit 3d9e48230a

View File

@ -488,82 +488,40 @@ void FrameBuffer_RenderBuffer( u32 address )
void FrameBuffer_RenderBuffer( u32 address )
{
FrameBuffer *current = frameBuffer.top;
if (_SHIFTR( *REG.VI_H_START, 0, 10 ) == 0) // H width is zero. Don't draw
return;
FrameBuffer *current = FrameBuffer_FindBuffer(address);
if (current == NULL)
return;
while (current != NULL)
{
if ((current->startAddress <= address) &&
(current->endAddress >= address))
{
/*
float fill_color[4] = {1.0f, 0.0f, 0.0f, 1.0f};
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer.top->renderbuf);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.top->renderbuf);
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
glDrawBuffers(2, attachments, current->texture->glName);
assert(checkFBO());
OGL_ClearDepthBuffer();
OGL_ClearColorBuffer(fill_color);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo);
*/
Combiner_SetCombine( EncodeCombineMode( 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1 ) );
glDisable( GL_BLEND );
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glDisable( GL_POLYGON_OFFSET_FILL );
gSP.changed = gDP.changed = 0;
glPushAttrib( GL_ENABLE_BIT | GL_VIEWPORT_BIT );
const u32 width = current->width;
const u32 height = current->height;
Combiner_BeginTextureUpdate();
TextureCache_ActivateTexture( 0, current->texture );
Combiner_SetCombine( EncodeCombineMode( 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1 ) );
current->texture->scaleS = OGL.scaleX / (float)current->texture->realWidth;
current->texture->scaleT = OGL.scaleY / (float)current->texture->realHeight;
current->texture->shiftScaleS = 1.0f;
current->texture->shiftScaleT = 1.0f;
current->texture->offsetS = 0;
current->texture->offsetT = (float)height;
TextureCache_ActivateTexture( 0, current->texture );
gSP.textureTile[0]->fuls = gSP.textureTile[0]->fult = 0.0f;
combiner.current->compiled->UpdateTextureInfo(true);
glDisable( GL_BLEND );
glDisable( GL_ALPHA_TEST );
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glDisable( GL_POLYGON_OFFSET_FILL );
// glDisable( GL_REGISTER_COMBINERS_NV );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, OGL.width, 0, OGL.height, -1.0f, 1.0f );
glViewport( 0, OGL.heightOffset, OGL.width, OGL.height );
glDisable( GL_SCISSOR_TEST );
float u1, v1;
u1 = (float)current->texture->width / (float)current->texture->realWidth;
v1 = (float)current->texture->height / (float)current->texture->realHeight;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer( GL_FRONT );
glBegin(GL_QUADS);
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( 0.0f, (GLfloat)(OGL.height - current->texture->height) );
glTexCoord2f( 0.0f, v1 );
glVertex2f( 0.0f, (GLfloat)OGL.height );
glTexCoord2f( u1, v1 );
glVertex2f( current->texture->width, (GLfloat)OGL.height );
glTexCoord2f( u1, 0.0f );
glVertex2f( current->texture->width, (GLfloat)(OGL.height - current->texture->height) );
glEnd();
glDrawBuffer( GL_BACK );
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.top->fbo);
#ifdef DEBUG
DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_RenderBuffer( 0x%08X ); \n", address);
#endif
glLoadIdentity();
glPopAttrib();
gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
gDP.changed |= CHANGED_COMBINE;
return;
}
current = current->lower;
}
*/
glBindFramebuffer(GL_FRAMEBUFFER, 0);
frameBuffer.drawBuffer = GL_BACK;
OGL_DrawTexturedRect( 0.0f, 0.0f, width, height, 0.0f, 0.0f, width-1.0f, height-1.0f, false );
OGL_SwapBuffers();
frameBuffer.drawBuffer = GL_FRAMEBUFFER;
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.top->fbo);
gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
gDP.changed |= CHANGED_COMBINE;
}
#endif