1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

FrameBufferToRDRAM cosmetic changes

This commit is contained in:
Sergey Lipskiy 2013-09-07 23:28:20 +07:00
parent 5f57aa5c48
commit a7b5127743

View File

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