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https://github.com/RPCS3/rpcs3.git
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Merge pull request #1467 from kd-11/gl_shader_fixes
gl: Support rectangle textures
This commit is contained in:
commit
2ead9b1f21
@ -61,22 +61,39 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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{
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for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type != "sampler2D")
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if (PT.type != "sampler1D" &&
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PT.type != "sampler2D" &&
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PT.type != "sampler3D" &&
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PT.type != "samplerCube")
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continue;
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for (const ParamItem& PI : PT.items)
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OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl;
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for (const ParamItem& PI : PT.items)
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{
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std::string samplerType = PT.type;
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int index = atoi(&PI.name.data()[3]);
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if (m_prog.unnormalized_coords & (1 << index))
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samplerType = "sampler2DRect";
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OS << "uniform " << samplerType << " " << PI.name << ";" << std::endl;
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}
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}
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OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << std::endl;
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OS << "{" << std::endl;
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for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type == "sampler2D")
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if (PT.type == "sampler1D" ||
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PT.type == "sampler2D" ||
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PT.type == "sampler3D" ||
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PT.type == "samplerCube")
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continue;
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for (const ParamItem& PI : PT.items)
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OS << " " << PT.type << " " << PI.name << ";" << std::endl;
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OS << " " << PT.type << " " << PI.name << ";" << std::endl;
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}
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// A dummy value otherwise it's invalid to create an empty uniform buffer
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OS << " vec4 void_value;" << std::endl;
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OS << "};" << std::endl;
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@ -136,9 +153,9 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
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{
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{
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/** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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//OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
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OS << " gl_FragDepth = r1.z;\n";
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}
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@ -394,6 +394,12 @@ void GLGSRender::end()
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int location;
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if (m_program->uniforms.has_location("tex" + std::to_string(i), &location))
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{
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u32 target = GL_TEXTURE_2D;
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if (textures[i].format() & CELL_GCM_TEXTURE_UN)
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target = GL_TEXTURE_RECTANGLE;
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m_gl_textures[i].set_target(target);
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__glcheck m_gl_textures[i].init(i, textures[i]);
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glProgramUniform1i(m_program->id(), location, i);
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}
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@ -204,7 +204,7 @@ namespace rsx
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{
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case CELL_GCM_TEXTURE_B8: // One 8-bit fixed-point number
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BLUE, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BLUE, GL_UNSIGNED_BYTE, texture_data);
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static const GLint swizzleMaskB8[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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glRemap = swizzleMaskB8;
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@ -213,13 +213,13 @@ namespace rsx
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case CELL_GCM_TEXTURE_A1R5G5B5:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_A4R4G4B4:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4, texture_data);
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// We read it in as R4G4B4A4, so we need to remap each component.
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static const GLint swizzleMaskA4R4G4B4[] = { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN };
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@ -231,41 +231,41 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_R5G6B5 texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width(), tex.height(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture_data);
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glTexImage2D(m_target, 0, GL_RGB, tex.width(), tex.height(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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break;
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}
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case CELL_GCM_TEXTURE_A8R8G8B8:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_COMPRESSED_DXT1: // Compressed 4x4 pixels into 8 bytes
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{
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u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 8;
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, tex.width(), tex.height(), 0, size, texture_data);
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glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, tex.width(), tex.height(), 0, size, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_COMPRESSED_DXT23: // Compressed 4x4 pixels into 16 bytes
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{
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u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16;
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, tex.width(), tex.height(), 0, size, texture_data);
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glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, tex.width(), tex.height(), 0, size, texture_data);
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}
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_DXT45: // Compressed 4x4 pixels into 16 bytes
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{
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u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16;
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, tex.width(), tex.height(), 0, size, texture_data);
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glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, tex.width(), tex.height(), 0, size, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_G8B8:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_BYTE, texture_data);
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static const GLint swizzleMaskG8B8[] = { GL_RED, GL_GREEN, GL_RED, GL_GREEN };
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glRemap = swizzleMaskG8B8;
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@ -274,31 +274,31 @@ namespace rsx
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case CELL_GCM_TEXTURE_R6G5B5:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_DEPTH24_D8: // 24-bit unsigned fixed-point number and 8 bits of garbage
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: // 24-bit unsigned float and 8 bits of garbage
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_DEPTH16: // 16-bit unsigned fixed-point number
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_SHORT, texture_data);
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glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_SHORT, texture_data);
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break;
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}
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case CELL_GCM_TEXTURE_DEPTH16_FLOAT: // 16-bit unsigned float
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data);
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break;
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}
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@ -306,7 +306,7 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_X16 texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_UNSIGNED_SHORT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_UNSIGNED_SHORT, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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static const GLint swizzleMaskX16[] = { GL_RED, GL_ONE, GL_RED, GL_ONE };
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@ -318,7 +318,7 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_Y16_X16 texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_SHORT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_SHORT, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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static const GLint swizzleMaskX32_Y16_X16[] = { GL_GREEN, GL_RED, GL_GREEN, GL_RED };
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@ -330,7 +330,7 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_R5G6B5A1 texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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break;
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}
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@ -339,7 +339,7 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_W16_Z16_Y16_X16_FLOAT texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_HALF_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_HALF_FLOAT, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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break;
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}
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@ -348,14 +348,14 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_W32_Z32_Y32_X32_FLOAT texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_FLOAT, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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break;
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}
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case CELL_GCM_TEXTURE_X32_FLOAT: // One 32-bit floating-point number
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_FLOAT, texture_data);
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static const GLint swizzleMaskX32_FLOAT[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE };
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glRemap = swizzleMaskX32_FLOAT;
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@ -368,7 +368,7 @@ namespace rsx
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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// TODO: Texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data);
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static const GLint swizzleMaskX32_D1R5G5B5[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D1R5G5B5;
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@ -379,7 +379,7 @@ namespace rsx
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case CELL_GCM_TEXTURE_D8R8G8B8: // 8 bits of garbage and three unsigned 8-bit fixed-point numbers
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data);
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static const GLint swizzleMaskX32_D8R8G8B8[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D8R8G8B8;
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@ -391,7 +391,7 @@ namespace rsx
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{
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LOG_WARNING(RSX, "CELL_GCM_Y16_X16_FLOAT texture. Watch out for corruption due to swapped color channels!");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_HALF_FLOAT, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_HALF_FLOAT, texture_data);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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static const GLint swizzleMaskX32_Y16_X16_FLOAT[] = { GL_RED, GL_GREEN, GL_RED, GL_GREEN };
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@ -402,7 +402,7 @@ namespace rsx
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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break;
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}
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@ -413,8 +413,8 @@ namespace rsx
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, tex.mipmap() - 1);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, tex.mipmap() > 1);
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glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, tex.mipmap() - 1);
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glTexParameteri(m_target, GL_GENERATE_MIPMAP, tex.mipmap() > 1);
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if (format != CELL_GCM_TEXTURE_B8 && format != CELL_GCM_TEXTURE_X16 && format != CELL_GCM_TEXTURE_X32_FLOAT)
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{
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@ -423,43 +423,43 @@ namespace rsx
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u8 remap_g = (tex.remap() >> 4) & 0x3;
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u8 remap_b = (tex.remap() >> 6) & 0x3;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]);
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glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]);
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glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]);
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glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]);
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glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[2]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[3]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[0]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[1]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[2]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[3]);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl_wrap(tex.wrap_s()));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl_wrap(tex.wrap_t()));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, gl_wrap(tex.wrap_r()));
|
||||
glTexParameteri(m_target, GL_TEXTURE_WRAP_S, gl_wrap(tex.wrap_s()));
|
||||
glTexParameteri(m_target, GL_TEXTURE_WRAP_T, gl_wrap(tex.wrap_t()));
|
||||
glTexParameteri(m_target, GL_TEXTURE_WRAP_R, gl_wrap(tex.wrap_r()));
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, gl_tex_zfunc[tex.zfunc()]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, gl_tex_zfunc[tex.zfunc()]);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (GLint)tex.bias());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, (tex.min_lod() >> 8));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (tex.max_lod() >> 8));
|
||||
glTexParameteri(m_target, GL_TEXTURE_MIN_LOD, (tex.min_lod() >> 8));
|
||||
glTexParameteri(m_target, GL_TEXTURE_MAX_LOD, (tex.max_lod() >> 8));
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_tex_min_filter[tex.min_filter()]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_tex_mag_filter[tex.mag_filter()]);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso(tex.max_aniso()));
|
||||
glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, gl_tex_min_filter[tex.min_filter()]);
|
||||
glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, gl_tex_mag_filter[tex.mag_filter()]);
|
||||
glTexParameterf(m_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso(tex.max_aniso()));
|
||||
}
|
||||
|
||||
void texture::bind()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_id);
|
||||
glBindTexture(m_target, m_id);
|
||||
}
|
||||
|
||||
void texture::unbind()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindTexture(m_target, 0);
|
||||
}
|
||||
|
||||
void texture::remove()
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "OpenGL.h"
|
||||
|
||||
namespace rsx
|
||||
{
|
||||
@ -8,6 +9,7 @@ namespace rsx
|
||||
class texture
|
||||
{
|
||||
u32 m_id = 0;
|
||||
u32 m_target = GL_TEXTURE_2D;
|
||||
|
||||
public:
|
||||
void create();
|
||||
@ -53,6 +55,7 @@ namespace rsx
|
||||
void unbind();
|
||||
void remove();
|
||||
|
||||
void set_target(u32 target) { m_target = target; }
|
||||
u32 id() const;
|
||||
};
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user