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(PS3) Usage of glMapBuffer + texture references (while slightly
faster) appeared to produce garbage in frames. Possible PSGL bug. Revert to glBufferSubData approach for now
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parent
2d4d9d181e
commit
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17
gfx/gl.c
17
gfx/gl.c
@ -1045,16 +1045,25 @@ static void gl_init_textures_data(void *data)
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static inline void gl_copy_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch)
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{
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gl_t *gl = (gl_t*)data;
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if (!gl->fbo_inited)
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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size_t frame_copy_size = width * gl->base_size;
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uint8_t *buffer = (uint8_t*)glMapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_WRITE_ONLY) + buffer_addr;
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for (unsigned h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch)
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memcpy(buffer, frame_copy, frame_copy_size);
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for (unsigned h = 0; h < height; h++)
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{
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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buffer_addr,
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frame_copy_size,
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frame_copy);
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glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
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frame_copy += pitch;
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buffer_addr += buffer_stride;
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}
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}
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static void gl_init_textures(void *data, const video_info_t *video)
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