ogl: remove GL_TRIANGLE_FAN on utils rendering

wtf have I done? fans aren't supported well on hardware
This commit is contained in:
degasus 2013-04-11 16:27:32 +02:00
parent 7e630ba920
commit addd3926d9
2 changed files with 12 additions and 12 deletions

View File

@ -358,10 +358,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom, (GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
-1.f, -1.f, -1.f, -1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.top, (GLfloat)targetSource.left, (GLfloat)targetSource.top,
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top,
1.f, 1.f, 1.f, 1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom (GLfloat)targetSource.right, (GLfloat)targetSource.bottom,
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top
}; };
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
@ -371,7 +371,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
} }
glBindVertexArray(vbo_it->second.vao); glBindVertexArray(vbo_it->second.vao);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

View File

@ -250,10 +250,10 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
(float)sourceRc.left, (float)sourceRc.top, (float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f, -1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom, (float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f, 1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top (float)sourceRc.right, (float)sourceRc.top,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom
}; };
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO ); glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
@ -262,7 +262,7 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
} }
glBindVertexArray( s_encode_VAO ); glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
@ -426,10 +426,10 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
(float)srcFmtWidth, (float)srcHeight, (float)srcFmtWidth, (float)srcHeight,
1.f, 1.f, 1.f, 1.f,
(float)srcFmtWidth, 0.f, (float)srcFmtWidth, 0.f,
-1.f, 1.f,
0.f, 0.f,
-1.f, -1.f, -1.f, -1.f,
0.f, (float)srcHeight 0.f, (float)srcHeight,
-1.f, 1.f,
0.f, 0.f
}; };
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO ); glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
@ -440,7 +440,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
} }
glBindVertexArray( s_decode_VAO ); glBindVertexArray( s_decode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();