use GL_TEXTURE_2D_ARRAY for most of our textures

This commit is contained in:
degasus
2014-10-10 00:06:29 +02:00
committed by Jules Blok
parent 60e9301f40
commit 6670cacddc
7 changed files with 86 additions and 69 deletions

View File

@ -72,21 +72,21 @@ static void CreatePrograms()
const char *VProgramRgbToYuyv =
"out vec2 uv0;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
"}\n";
const char *FProgramRgbToYuyv =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" vec3 c0 = texture(samp9, (uv0 - dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c1 = texture(samp9, (uv0 + dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
" vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
@ -224,17 +224,17 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
if (linearFilter)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
@ -365,7 +365,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, destTexture, 0);
// activate source texture
// set srcAddr as data for source texture