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https://github.com/CTCaer/RetroArch.git
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(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
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b6ed2cac67
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@ -219,9 +219,9 @@ static bool gfx_ctx_menu_init(void)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT,
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glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32,
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menu_texture.width, menu_texture.height, 0,
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RARCH_GL_TEXTURE_TYPE, RARCH_GL_FORMAT32, menu_texture.pixels);
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RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, menu_texture.pixels);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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2
gfx/gl.c
2
gfx/gl.c
@ -911,7 +911,7 @@ static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, un
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glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
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}
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static void gl_init_textures(gl_t *gl)
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static void gl_init_textures(gl_t *gl, const video_info_t *video)
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{
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glGenTextures(TEXTURES, gl->texture);
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@ -256,7 +256,7 @@ extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
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#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
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#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
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#define RARCH_GL_FORMAT16 GL_RGB5_A1
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#define RARCH_GL_FORMAT16 GL_RGB5
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#elif defined(HAVE_OPENGLES)
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#define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT
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#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB
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