ogl: use texture_2d instead of renderbuffer for realxfb + efb2ram fbo

It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
This commit is contained in:
degasus
2013-08-20 15:11:03 +02:00
parent 9dfb127923
commit 64bd6a44d4
5 changed files with 25 additions and 26 deletions

View File

@ -412,7 +412,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
XFBSource::~XFBSource()
{
glDeleteRenderbuffers(1, &renderbuf);
glDeleteTextures(1, &texture);
}
@ -420,7 +420,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
// Texture map xfbSource->texture onto the main buffer
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
@ -430,7 +430,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, renderbuf);
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void XFBSource::CopyEFB(float Gamma)
@ -440,7 +440,7 @@ void XFBSource::CopyEFB(float Gamma)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebuffer(
@ -456,14 +456,16 @@ void XFBSource::CopyEFB(float Gamma)
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
GLuint renderbuf;
GLuint texture;
glGenRenderbuffers(1, &renderbuf);
glGenTextures(1, &texture);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, target_width, target_height);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
return new XFBSource(renderbuf);
return new XFBSource(texture);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)