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

@ -32,7 +32,7 @@ static GLuint s_texConvFrameBuffer = 0;
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_srcTextureWidth = 0;
static GLuint s_srcTextureHeight = 0;
static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
static GLuint s_dstTexture = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
@ -159,11 +159,6 @@ void Init()
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
glGenRenderbuffers(1, &s_dstRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GLRENDERBUFFERFORMAT, renderBufferWidth, renderBufferHeight);
s_srcTextureWidth = 0;
s_srcTextureHeight = 0;
@ -171,6 +166,11 @@ void Init()
glGenTextures(1, &s_srcTexture);
glBindTexture(getFbType(), s_srcTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &s_dstTexture);
glBindTexture(GL_TEXTURE_2D, s_dstTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
CreatePrograms();
}
@ -178,7 +178,7 @@ void Init()
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffers(1, &s_dstRenderBuffer);
glDeleteTextures(1, &s_dstTexture);
glDeleteFramebuffers(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
@ -192,7 +192,7 @@ void Shutdown()
s_encodingPrograms[i].Destroy();
s_srcTexture = 0;
s_dstRenderBuffer = 0;
s_dstTexture = 0;
s_texConvFrameBuffer = 0;
}
@ -206,8 +206,7 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, s_dstRenderBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
GL_REPORT_ERRORD();
// set source texture
@ -360,7 +359,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRenderbuf)
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
u8* srcAddr = Memory::GetPointer(xfbAddr);
if (!srcAddr)
@ -376,7 +375,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, destRenderbuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
GL_REPORT_FBO_ERROR();