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author | bunnei <bunneidev@gmail.com> | 2019-02-07 02:17:59 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-07 02:17:59 +0100 |
commit | 40ac0585574499bc0dee47c4bef354c8e5676695 (patch) | |
tree | 096b8e8c32f4affbd791386daa4b1feac2d9bedc /src/video_core/renderer_opengl/renderer_opengl.cpp | |
parent | Merge pull request #2057 from FearlessTobi/port-4586 (diff) | |
parent | gl_rasterizer_cache: Fixup test clause (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 63 |
1 files changed, 13 insertions, 50 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index e37b65b38..5b09c38ea 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -171,10 +171,6 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf Memory::GetPointer(framebuffer_addr), gl_framebuffer_data.data(), true); - state.texture_units[0].texture = screen_info.texture.resource.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride)); // Update existing texture @@ -182,14 +178,11 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf // they differ from the LCD resolution. // TODO: Applications could theoretically crash yuzu here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, - screen_info.texture.gl_format, screen_info.texture.gl_type, - gl_framebuffer_data.data()); + glTextureSubImage2D(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width, + framebuffer.height, screen_info.texture.gl_format, + screen_info.texture.gl_type, gl_framebuffer_data.data()); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - - state.texture_units[0].texture = 0; - state.Apply(); } } @@ -199,17 +192,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, const TextureInfo& texture) { - state.texture_units[0].texture = texture.resource.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; - - // Update existing texture - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); - - state.texture_units[0].texture = 0; - state.Apply(); + const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; + glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); } /** @@ -249,26 +233,13 @@ void RendererOpenGL::InitOpenGLObjects() { sizeof(ScreenRectVertex)); // Allocate textures for the screen - screen_info.texture.resource.Create(); + screen_info.texture.resource.Create(GL_TEXTURE_2D); - // Allocation of storage is deferred until the first frame, when we - // know the framebuffer size. - - state.texture_units[0].texture = screen_info.texture.resource.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + const GLuint texture = screen_info.texture.resource.handle; + glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1); screen_info.display_texture = screen_info.texture.resource.handle; - state.texture_units[0].texture = 0; - state.Apply(); - // Clear screen to black LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); } @@ -284,20 +255,19 @@ void RendererOpenGL::CreateRasterizer() { void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const Tegra::FramebufferConfig& framebuffer) { - texture.width = framebuffer.width; texture.height = framebuffer.height; GLint internal_format; switch (framebuffer.pixel_format) { case Tegra::FramebufferConfig::PixelFormat::ABGR8: - internal_format = GL_RGBA; + internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; gl_framebuffer_data.resize(texture.width * texture.height * 4); break; default: - internal_format = GL_RGBA; + internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; gl_framebuffer_data.resize(texture.width * texture.height * 4); @@ -306,15 +276,9 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, UNREACHABLE(); } - state.texture_units[0].texture = texture.resource.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, - texture.gl_format, texture.gl_type, nullptr); - - state.texture_units[0].texture = 0; - state.Apply(); + texture.resource.Release(); + texture.resource.Create(GL_TEXTURE_2D); + glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); } void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, @@ -356,7 +320,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, }}; state.texture_units[0].texture = screen_info.display_texture; - state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA}; // Workaround brigthness problems in SMO by enabling sRGB in the final output // if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987 state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed(); |