Moving more things out of GL into VideoCommon...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4187 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-09-03 20:37:35 +00:00
parent fd06a656f5
commit baede3a7f3
21 changed files with 144 additions and 250 deletions

View File

@ -20,8 +20,10 @@
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
#include "VertexShaderManager.h"
#include "FramebufferManager.h"
#include "Globals.h"
#include "Config.h"
#include "ImageWrite.h"
@ -173,7 +175,8 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
// switch to texture converter frame buffer
// attach render buffer as color destination
Renderer::SetFramebuffer(s_texConvFrameBuffer);
g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
GL_REPORT_ERRORD();
@ -217,7 +220,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
g_framebufferManager.SetFramebuffer(0);
Renderer::RestoreAPIState();
VertexShaderManager::SetViewportChanged();
@ -250,7 +253,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
GLuint source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
GLuint source_texture = bFromZBuffer ? g_framebufferManager.ResolveAndGetDepthTarget(source) : g_framebufferManager.ResolveAndGetRenderTarget(source);
int width = source.right - source.left;
int height = source.bottom - source.top;
@ -321,7 +324,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// swich to texture converter frame buffer
// attach destTexture as color destination
Renderer::SetFramebuffer(s_texConvFrameBuffer);
g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
@ -360,7 +363,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
VertexShaderManager::SetViewportChanged();
Renderer::SetFramebuffer(0);
g_framebufferManager.SetFramebuffer(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();