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https://github.com/dolphin-emu/dolphin.git
synced 2025-03-01 01:13:53 +00:00
remove old deprecated calls and fixed functions parameters
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c3aafc77b3
commit
adeac6f4a5
@ -345,7 +345,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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@ -429,7 +429,6 @@ Renderer::Renderer()
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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@ -441,11 +440,6 @@ Renderer::Renderer()
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glBlendColor(0, 0, 0, 0.5f);
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glBlendColor(0, 0, 0, 0.5f);
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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// legacy multitexturing: select texture channel only.
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glActiveTexture(GL_TEXTURE0);
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glClientActiveTexture(GL_TEXTURE0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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UpdateActiveConfig();
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UpdateActiveConfig();
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//return GL_REPORT_ERROR() == GL_NO_ERROR && bSuccess;
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//return GL_REPORT_ERROR() == GL_NO_ERROR && bSuccess;
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@ -166,13 +166,13 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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PanicAlert("Invalid PC texture format %i", pcfmt);
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PanicAlert("Invalid PC texture format %i", pcfmt);
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case PC_TEX_FMT_BGRA32:
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case PC_TEX_FMT_BGRA32:
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gl_format = GL_BGRA;
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gl_format = GL_BGRA;
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gl_iformat = 4;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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break;
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case PC_TEX_FMT_RGBA32:
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case PC_TEX_FMT_RGBA32:
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gl_format = GL_RGBA;
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gl_format = GL_RGBA;
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gl_iformat = 4;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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break;
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@ -232,9 +232,8 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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if (bHaveMipMaps && autogen_mips)
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if (bHaveMipMaps && autogen_mips)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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else
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else
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{
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{
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@ -262,7 +261,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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const GLenum
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const GLenum
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gl_format = GL_RGBA,
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gl_format = GL_RGBA,
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gl_iformat = 4,
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gl_iformat = GL_RGBA,
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gl_type = GL_UNSIGNED_BYTE;
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gl_type = GL_UNSIGNED_BYTE;
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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@ -313,7 +312,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glEnable(GL_TEXTURE_RECTANGLE);
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glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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glViewport(0, 0, virtual_width, virtual_height);
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@ -449,7 +447,6 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias / 32.0f));
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}
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}
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else
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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@ -575,9 +572,6 @@ TextureCache::~TextureCache()
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void TextureCache::DisableStage(unsigned int stage)
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void TextureCache::DisableStage(unsigned int stage)
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{
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_RECTANGLE);
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}
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}
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}
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}
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@ -247,7 +247,6 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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// set source texture
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// set source texture
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glEnable(GL_TEXTURE_RECTANGLE);
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glBindTexture(GL_TEXTURE_RECTANGLE, srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE, srcTexture);
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if (linearFilter)
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if (linearFilter)
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@ -433,7 +432,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// set srcAddr as data for source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glEnable(GL_TEXTURE_RECTANGLE);
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glBindTexture(GL_TEXTURE_RECTANGLE, s_srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE, s_srcTexture);
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// TODO: make this less slow. (How?)
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// TODO: make this less slow. (How?)
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