EncodeToRamUsingShader in vbo

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-08 01:48:15 +01:00 committed by Ryan Houdek
parent 8ea2ddbc50
commit b41c06a9ac

View File

@ -57,6 +57,8 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_VBO = 0;
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
@ -140,6 +142,8 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
void Init()
{
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_VBO);
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
@ -162,6 +166,7 @@ void Shutdown()
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_VBO);
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
@ -215,18 +220,19 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
GL_REPORT_ERRORD();
GLfloat tex1[] = {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
GLfloat vtx1[] = {
-1.f, -1.f,
-1.f, 1.f,
1.f, 1.f,
1.f, -1.f
};
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// disable all pointer, TODO: use VAO
glEnableClientState(GL_VERTEX_ARRAY);
@ -244,10 +250,13 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
}
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
glVertexPointer(2, GL_FLOAT, 0, vtx1);
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: remove this
glBindBuffer(GL_ARRAY_BUFFER, 0);
GL_REPORT_ERRORD();
// .. and then read back the results.