mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
minor cleanup - don't leak so many fragment shaders :p also fix address range for the Generate Symbol Map feature
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3379 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
e384c91313
commit
fd5a4ee71a
@ -160,7 +160,7 @@ void CCodeWindow::OnSymbolsMenu(wxCommandEvent& event)
|
||||
break;
|
||||
case IDM_SCANFUNCTIONS:
|
||||
{
|
||||
PPCAnalyst::FindFunctions(0x81300000, 0x81800000, &g_symbolDB);
|
||||
PPCAnalyst::FindFunctions(0x80000000, 0x80400000, &g_symbolDB);
|
||||
SignatureDB db;
|
||||
if (db.Load((File::GetSysDirectory() + TOTALDB).c_str()))
|
||||
db.Apply(&g_symbolDB);
|
||||
|
@ -27,6 +27,14 @@
|
||||
struct FRAGMENTSHADER
|
||||
{
|
||||
FRAGMENTSHADER() : glprogid(0) { }
|
||||
void Destroy()
|
||||
{
|
||||
if (glprogid)
|
||||
{
|
||||
glDeleteProgramsARB(1, &glprogid);
|
||||
glprogid = 0;
|
||||
}
|
||||
}
|
||||
GLuint glprogid; // opengl program id
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
std::string strprog;
|
||||
@ -41,10 +49,9 @@ class PixelShaderCache
|
||||
int frameCount;
|
||||
PSCacheEntry() : frameCount(0) {}
|
||||
~PSCacheEntry() {}
|
||||
void Destroy() {
|
||||
// printf("Destroying ps %i\n", shader.glprogid);
|
||||
glDeleteProgramsARB(1, &shader.glprogid);
|
||||
shader.glprogid = 0;
|
||||
void Destroy()
|
||||
{
|
||||
shader.Destroy();
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -893,11 +893,12 @@ void Renderer::Swap(const TRectangle& rc)
|
||||
// Tell the OSD Menu about the current internal resolution
|
||||
OSDInternalW = rc.right; OSDInternalH = rc.bottom;
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
// Apply AA
|
||||
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
|
||||
// Make sure that the wireframe setting doesn't screw up the screen copy.
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
// Resolve the multisampled rendertarget into the normal one.
|
||||
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
|
||||
if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1)
|
||||
{
|
||||
// Use framebuffer blit to stretch screen.
|
||||
@ -953,6 +954,8 @@ void Renderer::Swap(const TRectangle& rc)
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
*/
|
||||
|
||||
// Here's an opportunity to bind a fragment shader to do post processing.
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
|
||||
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
|
||||
|
@ -40,13 +40,15 @@ const int renderBufferHeight = 1024;
|
||||
static FRAGMENTSHADER s_rgbToYuyvProgram;
|
||||
static FRAGMENTSHADER s_yuyvToRgbProgram;
|
||||
|
||||
// todo - store shaders in a smarter way - there are not 64 different copy texture formats
|
||||
// Not all slots are taken - but who cares.
|
||||
const u32 NUM_ENCODING_PROGRAMS = 64;
|
||||
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
||||
|
||||
void CreateRgbToYuyvProgram()
|
||||
{
|
||||
// output is BGRA because that is slightly faster than RGBA
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
|
||||
// TODO: Use the dot() function for faster dot products. Probably mostly helps ATI (nvidia is scalar anyway).
|
||||
const char *FProgram =
|
||||
"uniform samplerRECT samp0 : register(s0);\n"
|
||||
"void main(\n"
|
||||
@ -152,6 +154,13 @@ void Shutdown()
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
|
||||
s_rgbToYuyvProgram.Destroy();
|
||||
s_yuyvToRgbProgram.Destroy();
|
||||
|
||||
for (int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
|
||||
s_encodingPrograms[i].Destroy();
|
||||
|
||||
s_srcTexture = 0;
|
||||
s_dstRenderBuffer = 0;
|
||||
s_texConvFrameBuffer = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user