OpenGL: always use texture2d as efb

This commit is contained in:
degasus
2013-11-25 08:32:41 +01:00
parent 230e12ae8c
commit e8f23af10b
4 changed files with 31 additions and 39 deletions

View File

@ -178,8 +178,8 @@ void Init()
glActiveTexture(GL_TEXTURE0 + 9);
glGenTextures(1, &s_srcTexture);
glBindTexture(getFbType(), s_srcTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &s_dstTexture);
glBindTexture(GL_TEXTURE_2D, s_dstTexture);
@ -223,17 +223,17 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(getFbType(), srcTexture);
glBindTexture(GL_TEXTURE_2D, srcTexture);
if (linearFilter)
{
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GL_REPORT_ERRORD();
@ -394,8 +394,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// activate source texture
// set srcAddr as data for source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(getFbType(), s_srcTexture);
glTexImage2D(getFbType(), 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
glViewport(0, 0, srcWidth, srcHeight);
s_yuyvToRgbProgram.Bind();