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Move VertexShaderManager too.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1688 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -156,7 +156,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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GL_REPORT_ERRORD();
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// TODO: this is real slow. try using a pixel buffer object.
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glReadPixels(0, 0, dstFmtWidth, dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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glReadPixels(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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GL_REPORT_ERRORD();
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Renderer::SetFramebuffer(0);
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@ -191,7 +191,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: this is slow. try using a pixel buffer object.
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, srcFmtWidth, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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@ -205,10 +205,10 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(srcFmtWidth, srcHeight); glVertex2f(1,-1);
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glTexCoord2f(srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
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glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
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glTexCoord2f(0, 0); glVertex2f(-1,1);
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glTexCoord2f(0, srcHeight); glVertex2f(-1,-1);
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glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
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glEnd();
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// reset state
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