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Liberal texture unbind (clout menu)

This commit is contained in:
tfarley 2015-05-29 20:53:50 -04:00
parent fa2c92a3ac
commit 5025b35563
2 changed files with 40 additions and 4 deletions

View file

@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() {
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
state.texture_units[0].texture_2d = 0;
state.Apply();
fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
state.texture_units[0].texture_2d = 0;
state.Apply();
// Configure OpenGL framebuffer
framebuffer.Create();
state.draw.framebuffer = framebuffer.handle;
// Unbind texture to allow binding to framebuffer
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = 0;
state.Apply();
glActiveTexture(GL_TEXTURE0);
@ -472,6 +484,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
@ -513,6 +528,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::SyncFramebuffer() {
@ -777,6 +795,9 @@ void RasterizerOpenGL::ReloadColorBuffer() {
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::ReloadDepthBuffer() {
@ -828,6 +849,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::CommitColorBuffer() {
@ -846,6 +870,9 @@ void RasterizerOpenGL::CommitColorBuffer() {
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
@ -881,6 +908,9 @@ void RasterizerOpenGL::CommitDepthBuffer() {
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {

View file

@ -170,6 +170,9 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
@ -239,6 +242,9 @@ void RendererOpenGL::InitOpenGLObjects() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
state.texture_units[0].texture_2d = 0;
state.Apply();
hw_rasterizer->InitObjects();
}