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https://github.com/blawar/GLideN64.git
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Replace GL_DRAW_FRAMEBUFFER by GL_FRAMEBUFFER in GLES2 compatible code.
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889b889847
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@ -291,7 +291,7 @@ void FrameBuffer_SaveBuffer( u32 address, u16 format, u16 size, u16 width, u16 h
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current = NULL;
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current = NULL;
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} else {
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} else {
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FrameBuffer_MoveToTop( current );
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FrameBuffer_MoveToTop( current );
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
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if (current->size != size) {
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if (current->size != size) {
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f32 fillColor[4];
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f32 fillColor[4];
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gDPGetFillColor(fillColor);
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gDPGetFillColor(fillColor);
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@ -342,10 +342,10 @@ void FrameBuffer_SaveBuffer( u32 address, u16 format, u16 size, u16 width, u16 h
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glTexImage2D(GL_TEXTURE_2D, 0, monohromeInternalformat, current->texture->realWidth, current->texture->realHeight, 0, monohromeformat, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, monohromeInternalformat, current->texture->realWidth, current->texture->realHeight, 0, monohromeformat, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, ¤t->fbo);
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glGenFramebuffers(1, ¤t->fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, current->texture->glName, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, current->texture->glName, 0);
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}
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}
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FrameBuffer_AttachDepthBuffer();
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FrameBuffer_AttachDepthBuffer();
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@ -536,7 +536,7 @@ void FrameBuffer_RenderBuffer( u32 address )
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u1 = (float)current->texture->width / (float)current->texture->realWidth;
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u1 = (float)current->texture->width / (float)current->texture->realWidth;
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v1 = (float)current->texture->height / (float)current->texture->realHeight;
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v1 = (float)current->texture->height / (float)current->texture->realHeight;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDrawBuffer( GL_FRONT );
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glDrawBuffer( GL_FRONT );
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f( 0.0f, 0.0f );
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glTexCoord2f( 0.0f, 0.0f );
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@ -552,7 +552,7 @@ void FrameBuffer_RenderBuffer( u32 address )
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glVertex2f( current->texture->width, (GLfloat)(OGL.height - current->texture->height) );
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glVertex2f( current->texture->width, (GLfloat)(OGL.height - current->texture->height) );
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glEnd();
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glEnd();
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glDrawBuffer( GL_BACK );
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glDrawBuffer( GL_BACK );
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.top->fbo);
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#ifdef DEBUG
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#ifdef DEBUG
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DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_RenderBuffer( 0x%08X ); \n", address);
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DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_RenderBuffer( 0x%08X ); \n", address);
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#endif
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#endif
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@ -560,8 +560,6 @@ void FrameBuffer_RenderBuffer( u32 address )
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glLoadIdentity();
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glLoadIdentity();
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glPopAttrib();
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glPopAttrib();
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current->changed = FALSE;
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gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
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gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
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gDP.changed |= CHANGED_COMBINE;
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gDP.changed |= CHANGED_COMBINE;
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@ -569,6 +567,7 @@ void FrameBuffer_RenderBuffer( u32 address )
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}
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}
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current = current->lower;
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current = current->lower;
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}
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}
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*/
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}
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}
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#endif
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#endif
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@ -671,7 +670,6 @@ void FrameBufferToRDRAM::Init()
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assert(checkFBO());
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assert(checkFBO());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#ifndef GLES2
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// Generate and initialize Pixel Buffer Objects
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// Generate and initialize Pixel Buffer Objects
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glGenBuffers(2, m_aPBO);
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glGenBuffers(2, m_aPBO);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[0]);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[0]);
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@ -679,7 +677,6 @@ void FrameBufferToRDRAM::Init()
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[1]);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[1]);
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glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*4, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*4, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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#endif // GLES2
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}
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}
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void FrameBufferToRDRAM::Destroy() {
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void FrameBufferToRDRAM::Destroy() {
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@ -688,10 +685,8 @@ void FrameBufferToRDRAM::Destroy() {
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m_FBO = 0;
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m_FBO = 0;
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TextureCache_Remove( m_pTexture );
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TextureCache_Remove( m_pTexture );
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m_pTexture = NULL;
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m_pTexture = NULL;
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#ifndef GLES2
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glDeleteBuffers(2, m_aPBO);
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glDeleteBuffers(2, m_aPBO);
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m_aPBO[0] = m_aPBO[1] = 0;
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m_aPBO[0] = m_aPBO[1] = 0;
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#endif // GLES2
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}
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}
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void FrameBufferToRDRAM::CopyToRDRAM( u32 address, bool bSync ) {
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void FrameBufferToRDRAM::CopyToRDRAM( u32 address, bool bSync ) {
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@ -212,7 +212,7 @@ void InitGLSLCombiner()
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}
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}
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void DestroyGLSLCombiner() {
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void DestroyGLSLCombiner() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#ifndef GLES2
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#ifndef GLES2
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DestroyZlutTexture();
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DestroyZlutTexture();
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