just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-12-25 15:56:36 +00:00
parent 3fd665502e
commit dcc48d6c41
28 changed files with 948 additions and 679 deletions

View File

@ -30,8 +30,6 @@
#define XFB_USE_SHADERS 1
enum {
XFB_WIDTH = 640,
XFB_HEIGHT = 480, // 528 is max height.
XFB_BUF_HEIGHT = 538, //480,
// TODO: figure out what to do with PAL
};
@ -121,7 +119,7 @@ void XFB_Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
// used to render EFB
glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
@ -145,10 +143,9 @@ void XFB_Shutdown()
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
// switch to XFB frame buffer
// Switch to XFB frame buffer.
Renderer::SetFramebuffer(s_xfbFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
@ -172,7 +169,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
GL_REPORT_ERRORD();
int width = sourceRc.right - sourceRc.left;
int height = sourceRc.bottom - sourceRc.top;
int height = sourceRc.bottom - sourceRc.top;
glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
GL_REPORT_ERRORD();
@ -215,10 +212,10 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);