|
|
@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() { |
|
|
fb_color_texture.texture.Create(); |
|
|
fb_color_texture.texture.Create(); |
|
|
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1); |
|
|
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1); |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() { |
|
|
fb_depth_texture.texture.Create(); |
|
|
fb_depth_texture.texture.Create(); |
|
|
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); |
|
|
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs: |
|
|
break; |
|
|
break; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica:: |
|
|
break; |
|
|
break; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() { |
|
|
const auto& texture = pica_textures[texture_index]; |
|
|
const auto& texture = pica_textures[texture_index]; |
|
|
|
|
|
|
|
|
if (texture.enabled) { |
|
|
if (texture.enabled) { |
|
|
state.texture_units[texture_index].enabled_2d = true; |
|
|
|
|
|
res_cache.LoadAndBindTexture(state, texture_index, texture); |
|
|
res_cache.LoadAndBindTexture(state, texture_index, texture); |
|
|
} else { |
|
|
} else { |
|
|
state.texture_units[texture_index].enabled_2d = false; |
|
|
|
|
|
|
|
|
state.texture_units[texture_index].texture_2d = 0; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() { |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() { |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() { |
|
|
|
|
|
|
|
|
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); |
|
|
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() { |
|
|
|
|
|
|
|
|
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); |
|
|
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); |
|
|
|
|
|
|
|
|
state.texture_units[0].enabled_2d = true; |
|
|
|
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; |
|
|
state.Apply(); |
|
|
state.Apply(); |
|
|
|
|
|
|
|
|
|