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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
FrameBufferToRDRAM cosmetic changes
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5f57aa5c48
commit
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@ -20,14 +20,11 @@ bool g_bCopyToRDRAM = true;
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bool g_bCopyFromRDRAM = false;
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FrameBufferInfo frameBuffer;
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static GLuint m_curFrameFbo = 0;
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static GLuint m_curFrameTex = 0;
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class FrameBufferToRDRAM
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{
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public:
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FrameBufferToRDRAM() :
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m_curFrameFbo(0), m_curFrameTex(0), m_curIndex(0)
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m_FBO(0), m_pTexture(NULL), m_curIndex(0)
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{
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m_aPBO[0] = m_aPBO[1] = 0;
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m_aAddress[0] = m_aAddress[1] = 0;
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@ -44,8 +41,8 @@ private:
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u8 r, g, b, a;
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};
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GLuint m_curFrameFbo;
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GLuint m_curFrameTex;
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GLuint m_FBO;
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CachedTexture * m_pTexture;
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GLuint m_aPBO[2];
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u32 m_aAddress[2];
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u32 m_curIndex;
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@ -517,16 +514,29 @@ void FrameBufferToRDRAM::Init()
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{
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// generate a framebuffer
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ogl_glGenFramebuffers(1, &m_curFrameFbo);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_curFrameFbo);
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ogl_glGenFramebuffers(1, &m_FBO);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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glGenTextures(1, &m_curFrameTex);
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glBindTexture(GL_TEXTURE_2D, m_curFrameTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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m_pTexture = TextureCache_AddTop();
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m_pTexture->format = G_IM_FMT_RGBA;
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m_pTexture->clampS = 1;
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m_pTexture->clampT = 1;
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m_pTexture->frameBufferTexture = TRUE;
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m_pTexture->maskS = 0;
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m_pTexture->maskT = 0;
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m_pTexture->mirrorS = 0;
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m_pTexture->mirrorT = 0;
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m_pTexture->realWidth = 1024;
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m_pTexture->realHeight = 512;
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m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * 4;
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cache.cachedBytes += m_pTexture->textureBytes;
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glBindTexture( GL_TEXTURE_2D, m_pTexture->glName );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_pTexture->realWidth, m_pTexture->realHeight, 0, GL_RGBA, 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_MIN_FILTER, GL_LINEAR );
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glBindTexture(GL_TEXTURE_2D, 0);
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ogl_glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_curFrameTex, 0);
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ogl_glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_pTexture->glName, 0);
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// check if everything is OK
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assert(checkFBO());
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@ -542,8 +552,9 @@ void FrameBufferToRDRAM::Init()
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void FrameBufferToRDRAM::Destroy() {
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDeleteTextures(1, &m_curFrameTex);
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ogl_glDeleteFramebuffers(1, &m_curFrameFbo);
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ogl_glDeleteFramebuffers(1, &m_FBO);
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TextureCache_Remove( m_pTexture );
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glDeleteBuffers(2, m_aPBO);
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}
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void FrameBufferToRDRAM::CopyToRDRAM( u32 address, bool bSync ) {
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@ -553,7 +564,7 @@ void FrameBufferToRDRAM::CopyToRDRAM( u32 address, bool bSync ) {
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, current->fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_curFrameFbo);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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GLuint attachment = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &attachment);
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ogl_glBlitFramebuffer(
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@ -571,7 +582,7 @@ void FrameBufferToRDRAM::CopyToRDRAM( u32 address, bool bSync ) {
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const u32 nextIndex = bSync ? m_curIndex : (m_curIndex + 1) % 2;
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m_aAddress[m_curIndex] = address;
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[m_curIndex]);
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, m_curFrameFbo);
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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const u32 offset = (address - current->startAddress) / (VI.width<<current->size>>1);
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glReadPixels( 0, offset, VI.width, VI.height, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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@ -614,7 +625,7 @@ void FrameBufferToRDRAM::CopyAuxBufferToRDRAM( u32 address ) {
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, current->fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_curFrameFbo);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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GLuint attachment = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &attachment);
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const u32 width = current->width;
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@ -629,7 +640,7 @@ void FrameBufferToRDRAM::CopyAuxBufferToRDRAM( u32 address ) {
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if (*pixelData == NULL)
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return;
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, m_curFrameFbo);
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixelData );
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if (current->size == G_IM_SIZ_32b) {
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