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in the end, also Renderer::Swap in vbo
two last draw-calls are missing: VertexManager::Draw (see Graphic_Update branch) RasterFont::printString (perhaps reimplement with an texture) Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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@ -108,6 +108,7 @@ namespace OGL
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// ----------------------------
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static int s_fps = 0;
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static GLuint s_ShowEFBCopyRegions_VBO = 0;
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static GLuint s_Swap_VBO = 0;
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static RasterFont* s_pfont = NULL;
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@ -251,6 +252,7 @@ Renderer::Renderer()
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s_fps=0;
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s_ShowEFBCopyRegions_VBO = 0;
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s_Swap_VBO = 0;
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s_blendMode = 0;
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InitFPSCounter();
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@ -456,6 +458,7 @@ Renderer::Renderer()
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// creating buffers
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glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glGenBuffers(1, &s_Swap_VBO);
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -495,6 +498,7 @@ Renderer::~Renderer()
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UpdateActiveConfig();
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glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glDeleteBuffers(1, &s_Swap_VBO);
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s_ShowEFBCopyRegions_VBO = 0;
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delete s_pfont;
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@ -1217,29 +1221,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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GLfloat vtx1[] = {
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-1, -1, 1,
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-1, 1, 1,
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1, 1, 1,
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1, -1, 1
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};
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GLfloat top = (GLfloat)targetRc.top;
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GLfloat right = (GLfloat)targetRc.right;
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GLfloat bottom = (GLfloat)targetRc.bottom;
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GLfloat left = (GLfloat)targetRc.left;
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GLfloat tex1[] = { // For TEXTURE0
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left, bottom,
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left, top,
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right, top,
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right, bottom
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};
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GLfloat tex2[] = { // For TEXTURE1
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GLfloat vertices[] = {
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-1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.top,
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0.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.top,
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1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
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1.0f, 0.0f
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};
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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// disable all pointer, TODO: use VAO
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glEnableClientState(GL_VERTEX_ARRAY);
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@ -1259,14 +1260,18 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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if (applyShader)
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{
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, tex2);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// TODO: also remove this
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if(applyShader)
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PixelShaderCache::DisableShader();
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