(PS3) 16bit textures work correctly now - the 'blending' done

on consoles (PS3/Wii) for the ingame menu needs to be done in
software rendering - will also help with RMenu for PC
This commit is contained in:
twinaphex 2012-10-22 03:56:28 +02:00
parent b6ed2cac67
commit f37095e994
3 changed files with 4 additions and 4 deletions

View File

@ -219,9 +219,9 @@ static bool gfx_ctx_menu_init(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT,
glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32,
menu_texture.width, menu_texture.height, 0,
RARCH_GL_TEXTURE_TYPE, RARCH_GL_FORMAT32, menu_texture.pixels);
RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, menu_texture.pixels);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);

View File

@ -911,7 +911,7 @@ static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, un
glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
}
static void gl_init_textures(gl_t *gl)
static void gl_init_textures(gl_t *gl, const video_info_t *video)
{
glGenTextures(TEXTURES, gl->texture);

View File

@ -256,7 +256,7 @@ extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_RGB5_A1
#define RARCH_GL_FORMAT16 GL_RGB5
#elif defined(HAVE_OPENGLES)
#define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB