From 95bd883c2cb66cf604134b504f878e855e89ddc9 Mon Sep 17 00:00:00 2001 From: hrydgard Date: Fri, 6 Mar 2009 00:03:33 +0000 Subject: [PATCH] fix debug mode build error, shuffle some code around :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2565 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Plugins/Plugin_VideoOGL/Src/Render.cpp | 54 ++++++++++--------- .../Plugin_VideoOGL/Src/TextureMngr.cpp | 2 +- 2 files changed, 30 insertions(+), 26 deletions(-) diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index 5d14460a7e..8e4db354f3 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -768,7 +768,7 @@ void Renderer::SetRenderMode(RenderMode mode) } else if (s_RenderMode == RM_Normal) { // setup buffers - _assert_(GetZBufferTarget() && bpmem.zmode.updateenable); + _assert_(GetFakeZTarget() && bpmem.zmode.updateenable); if (mode == RM_ZBufferAlpha) { glEnable(GL_STENCIL_TEST); glClearStencil(0); @@ -782,7 +782,7 @@ void Renderer::SetRenderMode(RenderMode mode) GL_REPORT_ERRORD(); } else { - _assert_(GetZBufferTarget()); + _assert_(GetFakeZTarget()); _assert_(s_bHaveStencilBuffer); if (mode == RM_ZBufferOnly) { @@ -892,33 +892,16 @@ void Renderer::Swap(const TRectangle& rc) Renderer::SetRenderMode(Renderer::RM_Normal); - // Blit the FBO to do Anti-Aliasing - // Not working? -// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); -// glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); -// glBlitFramebufferEXT(0, 0, 640, 480, 0, 0, OpenGL_GetWidth(), OpenGL_GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); -// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); - - // render to the real buffer now - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer - ResetGLState(); - // Texture map s_RenderTargets[s_curtarget] onto the main buffer - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget); - // Use linear filtering. - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - TextureMngr::EnableTexRECT(0); - - // Disable all other stages. - for (int i = 1; i < 8; ++i) - TextureMngr::DisableStage(i); - TRectangle back_rc; ComputeBackbufferRectangle(&back_rc); + + // Disable all other stages. + for (int i = 1; i < 8; ++i) + TextureMngr::DisableStage(i); + // Update GLViewPort glViewport(back_rc.left, back_rc.top, back_rc.right - back_rc.left, back_rc.bottom - back_rc.top); @@ -928,6 +911,27 @@ void Renderer::Swap(const TRectangle& rc) // Copy the framebuffer to screen. // TODO: Use glBlitFramebufferEXT. +#if 0 + // Use framebuffer blit to stretch screen. No messing around with annoying glBegin and viewports. + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); + glBlitFramebufferEXT(0, GetTargetHeight() - (rc.bottom - rc.top), rc.GetWidth(), rc.GetHeight(), + back_rc.left, back_rc.top, back_rc.GetWidth(), back_rc.GetHeight(), + GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer + //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); +#else + // Render to the real buffer now. + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer + + // Texture map s_RenderTargets[s_curtarget] onto the main buffer + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget); + // Use linear filtering. + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + TextureMngr::EnableTexRECT(0); + float u_max; float v_min = 0.f; float v_max; @@ -946,6 +950,7 @@ void Renderer::Swap(const TRectangle& rc) glTexCoord2f(u_max, v_max); glVertex2f( 1, 1); glTexCoord2f(u_max, v_min); glVertex2f( 1, -1); glEnd(); +#endif // Restore filtering. glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -958,7 +963,6 @@ void Renderer::Swap(const TRectangle& rc) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); TextureMngr::DisableStage(0); // ------------------------------------- - // Take screenshot, if requested if (s_bScreenshot) { s_criticalScreenshot.Enter(); diff --git a/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp b/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp index c9d7e50772..343be17e7c 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp @@ -674,7 +674,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool GL_REPORT_ERRORD(); //SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h); - //SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); + //SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetFakeZTarget():Renderer::GetRenderTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); } void TextureMngr::EnableTex2D(int stage)