Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-27 21:38:30 +00:00
parent d35fb4e2b0
commit 5129341a9c
33 changed files with 437 additions and 524 deletions

View File

@ -116,27 +116,12 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt,
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
// TODO - verify that XFB pixel order. probably reverse of GL pixel order
// TODO - use shader for conversion
ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
// old way
/*glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
static u8 *efbEndAddress = efb_buffer + ((nBackbufferWidth * nBackbufferHeight) - 1) * 4;
ConvertToXFBReverse((u32 *)xfb_in_ram, efbEndAddress, dstWd, dstHt);*/
}
void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
{
if(width == 0 || height == 0)
return;
OpenGL_Update(); // just updates the render window position and the backbuffer size
Renderer::SetRenderMode(Renderer::RM_Normal);