This is a "Try to fix" commit, reverted all the changes made by my first commit that could affect texturing, so please everyone with texture problems please test this, also in opengl let the viewport calculations the way they where, opengl can handle any values in the viewport.

in direct3d this is different, the only valid values are between 0.0 an 1.0 so fix this and let the shader handle the rest.
please test all this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4494 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2009-11-02 21:09:48 +00:00
parent b3553eb53c
commit 8e204c659e
5 changed files with 17 additions and 29 deletions

View file

@ -58,7 +58,7 @@ void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples
m_efbDepth = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
@ -119,7 +119,7 @@ void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
@ -343,7 +343,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
@ -431,7 +431,7 @@ const XFBSource* FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth,
glGenTextures(1, &m_realXFBSource.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}