1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Optimize FrameBuffer_SaveBuffer code.

This commit is contained in:
Sergey Lipskiy 2013-06-04 23:05:09 +07:00
parent 880238250b
commit 58728b954c

View File

@ -172,73 +172,55 @@ void FrameBuffer_SaveBuffer( u32 address, u16 size, u16 width, u16 height )
(current->scaleY != OGL.scaleY))
{
FrameBuffer_Remove( current );
current = NULL;
break;
}
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
if (depthBuffer.top != NULL && depthBuffer.top->renderbuf > 0) {
ogl_glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer.top->renderbuf);
ogl_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.top->renderbuf);
}
// define the index array for the outputs
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
ogl_glDrawBuffers(2, attachments, current->texture->glName);
assert(checkFBO());
#ifdef DEBUG
DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_SaveBuffer( 0x%08X ); \n", address);
#endif
*(u32*)&RDRAM[current->startAddress] = current->startAddress;
current->changed = TRUE;
FrameBuffer_MoveToTop( current );
gSP.changed |= CHANGED_TEXTURE;
return;
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
break;
}
current = current->lower;
}
// Wasn't found, create a new one
current = FrameBuffer_AddTop();
if (current == NULL) {
// Wasn't found, create a new one
current = FrameBuffer_AddTop();
current->startAddress = address;
current->endAddress = address + ((width * height << size >> 1) - 1);
current->width = width;
current->height = height;
current->size = size;
current->scaleX = OGL.scaleX;
current->scaleY = OGL.scaleY;
current->startAddress = address;
current->endAddress = address + ((width * height << size >> 1) - 1);
current->width = width;
current->height = height;
current->size = size;
current->scaleX = OGL.scaleX;
current->scaleY = OGL.scaleY;
current->texture->width = (u32)(current->width * OGL.scaleX);
current->texture->height = (u32)(current->height * OGL.scaleY);
current->texture->clampS = 1;
current->texture->clampT = 1;
current->texture->address = current->startAddress;
current->texture->clampWidth = current->width;
current->texture->clampHeight = current->height;
current->texture->frameBufferTexture = TRUE;
current->texture->maskS = 0;
current->texture->maskT = 0;
current->texture->mirrorS = 0;
current->texture->mirrorT = 0;
current->texture->realWidth = (u32)pow2( current->texture->width );
current->texture->realHeight = (u32)pow2( current->texture->height );
current->texture->textureBytes = current->texture->realWidth * current->texture->realHeight * 4;
cache.cachedBytes += current->texture->textureBytes;
current->texture->width = (u32)(current->width * OGL.scaleX);
current->texture->height = (u32)(current->height * OGL.scaleY);
current->texture->clampS = 1;
current->texture->clampT = 1;
current->texture->address = current->startAddress;
current->texture->clampWidth = current->width;
current->texture->clampHeight = current->height;
current->texture->frameBufferTexture = TRUE;
current->texture->maskS = 0;
current->texture->maskT = 0;
current->texture->mirrorS = 0;
current->texture->mirrorT = 0;
current->texture->realWidth = (u32)pow2( current->texture->width );
current->texture->realHeight = (u32)pow2( current->texture->height );
current->texture->textureBytes = current->texture->realWidth * current->texture->realHeight * 4;
cache.cachedBytes += current->texture->textureBytes;
glBindTexture( GL_TEXTURE_2D, current->texture->glName );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current->texture->realWidth, current->texture->realHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ogl_glGenFramebuffers(1, &current->fbo);
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
ogl_glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, current->texture->glName, 0);
glBindTexture( GL_TEXTURE_2D, current->texture->glName );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current->texture->realWidth, current->texture->realHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ogl_glGenFramebuffers(1, &current->fbo);
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
ogl_glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, current->texture->glName, 0);
}
if (depthBuffer.top != NULL && depthBuffer.top->renderbuf > 0) {
ogl_glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer.top->renderbuf);