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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-26 04:32:35 +01:00

flipped frame buffer

This commit is contained in:
elisha464 2014-02-14 14:50:41 +02:00
parent 6846d15dc8
commit f7967f97ec

View File

@ -12,6 +12,7 @@
#endif
gcmBuffer gcmBuffers[8];
GLuint flipTex;
int last_width = 0, last_height = 0, last_depth_format = 0;
@ -85,12 +86,15 @@ GLGSRender::GLGSRender()
, m_context(nullptr)
{
m_frame = new GLGSFrame();
glGenTextures(1, &flipTex);
}
GLGSRender::~GLGSRender()
{
m_frame->Close();
delete m_context;
glDeleteTextures(1, &flipTex);
}
void GLGSRender::Enable(bool enable, const u32 cap)
@ -1082,12 +1086,47 @@ void GLGSRender::Flip()
}
else if(m_fbo.IsCreated())
{
Array<u8> pixels;
pixels.SetCount(m_width * m_height * 4);
m_fbo.Bind(GL_READ_FRAMEBUFFER);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels.GetPtr());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, flipTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels.GetPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 0, 1, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfbo::Bind(GL_DRAW_FRAMEBUFFER, 0);
m_program.UnUse();
m_program.Use();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_ACCUM_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2i(0, 1);
glVertex2i(0, 0);
glTexCoord2i(1, 1);
glVertex2i(1, 0);
glTexCoord2i(1, 0);
glVertex2i(1, 1);
glTexCoord2i(0, 0);
glVertex2i(0, 1);
glEnd();
/*GLfbo::Bind(GL_DRAW_FRAMEBUFFER, 0);
GLfbo::Blit(
m_surface_clip_x, m_surface_clip_y, m_surface_clip_x + m_surface_clip_w, m_surface_clip_y + m_surface_clip_h,
m_surface_clip_x, m_surface_clip_y, m_surface_clip_x + m_surface_clip_w, m_surface_clip_y + m_surface_clip_h,
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);*/
m_fbo.Bind();
}