Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.

This commit is contained in:
Ryan Houdek
2013-07-13 17:24:23 -05:00
parent 52cb398804
commit 737df2a68c
15 changed files with 163 additions and 126 deletions

View File

@ -59,6 +59,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target.
glGenFramebuffers(1, &m_efbFramebuffer);
glActiveTexture(GL_TEXTURE0 + 9);
if (m_msaaSamples <= 1)
{
@ -69,20 +70,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(getFbType(), m_efbColor);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
glBindTexture(getFbType(), m_efbDepth);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
// Bind target textures to the EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
@ -131,20 +132,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(getFbType(), m_resolvedColorTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
glBindTexture(getFbType(), m_resolvedDepthTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
// Bind resolved textures to resolved framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();