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Start implementing access to previous texture.
This commit is contained in:
parent
d81b9ee0a7
commit
508cfdbda7
104
gfx/gl.c
104
gfx/gl.c
@ -125,7 +125,9 @@ static inline bool load_gl_proc(void) { return true; }
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typedef struct gl
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{
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bool vsync;
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GLuint texture;
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GLuint texture[2];
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unsigned tex_index; // For use with PREV.
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struct gl_tex_info prev_info;
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GLuint tex_filter;
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void *empty_buf;
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@ -153,8 +155,8 @@ typedef struct gl
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unsigned win_height;
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unsigned vp_width, vp_out_width;
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unsigned vp_height, vp_out_height;
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unsigned last_width;
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unsigned last_height;
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unsigned last_width[2];
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unsigned last_height[2];
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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#ifdef HAVE_FBO
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@ -255,20 +257,21 @@ static void gl_shader_set_params(unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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#ifdef HAVE_CG
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gl_cg_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, fbo_info, fbo_info_cnt);
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, fbo_info, fbo_info_cnt);
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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}
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@ -338,7 +341,7 @@ static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_s
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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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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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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}
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else
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SSNES_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
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@ -653,7 +656,7 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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// Go back to old rendering path.
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glDisable(GL_BLEND);
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#endif
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}
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@ -712,6 +715,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl_shader_use(1);
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gl->frame_count++;
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#if defined(HAVE_XML) || defined(HAVE_CG)
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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#endif
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#ifdef HAVE_FBO
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// Render to texture in first pass.
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if (gl->fbo_inited)
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@ -767,7 +774,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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last_max_height = gl->fbo_rect[i].max_img_height;
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}
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
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gl->render_to_tex = true;
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set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
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@ -814,7 +821,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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}
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// Go back to what we're supposed to do, render to FBO #0 :D
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
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set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
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}
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@ -823,10 +830,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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#endif
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}
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if ((width != gl->last_width || height != gl->last_height) && gl->empty_buf) // Res change. need to clear out texture.
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if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) // Res change. need to clear out texture.
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{
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gl->last_width = width;
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gl->last_height = height;
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gl->last_width[gl->tex_index] = width;
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gl->last_height[gl->tex_index] = height;
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glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
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@ -839,13 +846,13 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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set_texture_coords(gl->tex_coords, xamt, yamt);
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}
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// Work around a certain issue a Cg where not using TEXUNIT0
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// in shader causes cgGLEnableTextureParameter() causes it
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// to bind to TEXUNIT0, to avoid really funny bugs, rebind
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// our texture.
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#ifdef HAVE_CG
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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#if defined(HAVE_XML) || defined(HAVE_CG)
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else if (width != gl->last_width[1 - gl->tex_index] || height != gl->last_height[1 - gl->tex_index])
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{
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GLfloat xamt = (GLfloat)width / gl->tex_w;
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GLfloat yamt = (GLfloat)height / gl->tex_h;
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set_texture_coords(gl->tex_coords, xamt, yamt);
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}
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#endif
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#ifdef HAVE_FBO
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@ -861,7 +868,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl->texture_fmt, frame);
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struct gl_tex_info tex_info = {
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.tex = gl->texture,
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.tex = gl->texture[gl->tex_index],
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.input_size = {width, height},
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.tex_size = {gl->tex_w, gl->tex_h}
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};
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@ -871,7 +878,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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glClear(GL_COLOR_BUFFER_BIT);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
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glDrawArrays(GL_QUADS, 0, 4);
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@ -916,7 +923,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
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glDrawArrays(GL_QUADS, 0, 4);
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@ -942,7 +949,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped);
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glDrawArrays(GL_QUADS, 0, 4);
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@ -951,6 +958,11 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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}
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#endif
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#if defined(HAVE_XML) || defined(HAVE_CG)
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memcpy(&gl->prev_info, &tex_info, sizeof(tex_info));
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gl->tex_index = 1 - gl->tex_index;
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#endif
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if (msg)
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gl_render_msg(gl, msg);
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@ -970,7 +982,7 @@ static void gl_free(void *data)
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gl_shader_deinit();
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDeleteTextures(1, &gl->texture);
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glDeleteTextures(2, gl->texture);
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#ifdef HAVE_FBO
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if (gl->fbo_inited)
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@ -1133,15 +1145,18 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glGenTextures(1, &gl->texture);
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glGenTextures(2, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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for (unsigned i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -1155,15 +1170,30 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->tex_w = 256 * video->input_scale;
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gl->tex_h = 256 * video->input_scale;
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type,
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gl->texture_fmt, NULL);
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// Empty buffer that we use to clear out the texture with on res change.
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gl->empty_buf = calloc(gl->base_size, gl->tex_w * gl->tex_h);
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gl->last_width = gl->tex_w;
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gl->last_height = gl->tex_h;
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for (unsigned i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type,
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gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
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}
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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for (unsigned i = 0; i < 2; i++)
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{
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gl->last_width[i] = gl->tex_w;
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gl->last_height[i] = gl->tex_h;
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}
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gl->prev_info.tex = gl->texture[1 - gl->tex_index];
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gl->prev_info.input_size[0] = gl->tex_w;
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gl->prev_info.tex_size[0] = gl->tex_w;
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gl->prev_info.input_size[1] = gl->tex_h;
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gl->prev_info.tex_size[1] = gl->tex_h;
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memcpy(gl->prev_info.coord, tex_coords, sizeof(tex_coords));
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// Hook up SDL input driver to get SDL_QUIT events and RESIZE.
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sdl_input_t *sdl_input = input_sdl.init();
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@ -1222,7 +1252,7 @@ static bool gl_xml_shader(void *data, const char *path)
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gl->render_to_tex = false;
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gl->fbo_pass = 0;
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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}
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#endif
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@ -101,9 +101,9 @@ struct gl_fbo_scale
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struct gl_tex_info
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{
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GLuint tex;
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float input_size[2];
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float tex_size[2];
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float coord[8];
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GLfloat input_size[2];
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GLfloat tex_size[2];
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GLfloat coord[8];
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};
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// Not legal to cast void* to fn-pointer. Need dirty hack to be compilant.
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@ -112,6 +112,7 @@ struct cg_program
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struct cg_fbo_params fbo[MAX_SHADERS];
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struct cg_fbo_params orig;
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struct cg_fbo_params prev;
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};
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#define FILTER_UNSPEC 0
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@ -148,6 +149,7 @@ void gl_cg_set_params(unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info,
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unsigned fbo_info_cnt)
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{
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@ -169,7 +171,6 @@ void gl_cg_set_params(unsigned width, unsigned height,
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if (param)
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{
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cgGLSetTextureParameter(param, info->tex);
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//fprintf(stderr, "ORIGtex = (%d) %d\n", cgGLGetTextureParameter(param), cgGLGetTextureEnum(param) - GL_TEXTURE0);
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cgGLEnableTextureParameter(param);
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}
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@ -183,6 +184,24 @@ void gl_cg_set_params(unsigned width, unsigned height,
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cgGLEnableClientState(prg[active_index].orig.coord);
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}
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// Set prev texture
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param = prg[active_index].prev.tex;
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if (param)
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{
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cgGLSetTextureParameter(param, prev_info->tex);
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cgGLEnableTextureParameter(param);
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}
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set_param_2f(prg[active_index].prev.vid_size_v, prev_info->input_size[0], prev_info->input_size[1]);
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set_param_2f(prg[active_index].prev.vid_size_f, prev_info->input_size[0], prev_info->input_size[1]);
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set_param_2f(prg[active_index].prev.tex_size_v, prev_info->tex_size[0], prev_info->tex_size[1]);
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set_param_2f(prg[active_index].prev.tex_size_f, prev_info->tex_size[0], prev_info->tex_size[1]);
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if (prg[active_index].prev.coord)
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{
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cgGLSetParameterPointer(prg[active_index].prev.coord, 2, GL_FLOAT, 0, prev_info->coord);
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cgGLEnableClientState(prg[active_index].prev.coord);
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}
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// Set lookup textures.
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for (unsigned i = 0; i < lut_textures_num; i++)
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{
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@ -191,7 +210,6 @@ void gl_cg_set_params(unsigned width, unsigned height,
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{
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cgGLSetTextureParameter(param, lut_textures[i]);
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cgGLEnableTextureParameter(param);
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//fprintf(stderr, "LUTtex = (%d) %d\n", cgGLGetTextureParameter(param), cgGLGetTextureEnum(param) - GL_TEXTURE0);
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}
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}
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@ -908,6 +926,13 @@ bool gl_cg_init(const char *path)
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prg[i].orig.tex_size_f = cgGetNamedParameter(prg[i].fprg, "ORIG.texture_size");
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prg[i].orig.coord = cgGetNamedParameter(prg[i].vprg, "ORIG.tex_coord");
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prg[i].prev.tex = cgGetNamedParameter(prg[i].fprg, "PREV.texture");
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prg[i].prev.vid_size_v = cgGetNamedParameter(prg[i].vprg, "PREV.video_size");
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prg[i].prev.vid_size_f = cgGetNamedParameter(prg[i].fprg, "PREV.video_size");
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prg[i].prev.tex_size_v = cgGetNamedParameter(prg[i].vprg, "PREV.texture_size");
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prg[i].prev.tex_size_f = cgGetNamedParameter(prg[i].fprg, "PREV.texture_size");
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prg[i].prev.coord = cgGetNamedParameter(prg[i].vprg, "PREV.tex_coord");
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for (unsigned j = 0; j < i - 1; j++)
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{
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char attr_buf[64];
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@ -33,6 +33,7 @@ void gl_cg_set_params(unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
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void gl_cg_use(unsigned index);
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@ -1005,8 +1005,16 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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// We enforce a certain layout for our various texture types in the texunits.
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// Unit 0: Regular SNES frame (rubyTexture).
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// Unit 1-A: LUT textures.
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// Unit A+1: Previous texture.
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// Unit A+2: Original texture.
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// Unit A+3-B: FBO textures.
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if (glsl_enable && gl_program[active_index] > 0)
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{
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GLint location;
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@ -1032,15 +1040,34 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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pglUniform1i(location, i + 1);
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}
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// Set previous texture.
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pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
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glBindTexture(GL_TEXTURE_2D, prev_info->tex);
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location = pglGetUniformLocation(gl_program[active_index], "rubyPrevTexture");
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pglUniform1i(location, gl_teximage_cnt + 1);
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|
||||
location = pglGetUniformLocation(gl_program[active_index], "rubyPrevTextureSize");
|
||||
pglUniform2fv(location, 1, prev_info->tex_size);
|
||||
location = pglGetUniformLocation(gl_program[active_index], "rubyPrevInputSize");
|
||||
pglUniform2fv(location, 1, prev_info->input_size);
|
||||
|
||||
// Pass texture coordinates.
|
||||
location = pglGetAttribLocation(gl_program[active_index], "rubyPrevTexCoord");
|
||||
if (location >= 0)
|
||||
{
|
||||
pglEnableVertexAttribArray(location);
|
||||
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, prev_info->coord);
|
||||
}
|
||||
|
||||
// Set original texture unless we're in first pass (pointless).
|
||||
if (active_index > 1)
|
||||
{
|
||||
// Bind original texture.
|
||||
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
|
||||
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 2);
|
||||
glBindTexture(GL_TEXTURE_2D, info->tex);
|
||||
|
||||
location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTexture");
|
||||
pglUniform1i(location, gl_teximage_cnt + 1);
|
||||
pglUniform1i(location, gl_teximage_cnt + 2);
|
||||
|
||||
location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTextureSize");
|
||||
pglUniform2fv(location, 1, info->tex_size);
|
||||
@ -1055,7 +1082,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
|
||||
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, info->coord);
|
||||
}
|
||||
|
||||
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
|
||||
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 3;
|
||||
|
||||
// Bind new texture in the chain.
|
||||
if (fbo_info_cnt > 0)
|
||||
@ -1093,14 +1120,15 @@ void gl_glsl_set_params(unsigned width, unsigned height,
|
||||
else
|
||||
{
|
||||
// First pass, so unbind everything to avoid collitions.
|
||||
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
|
||||
// Unbind ORIG.
|
||||
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
|
||||
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 3;
|
||||
// Unbind any lurking FBO passes.
|
||||
// Rendering to a texture that is bound to a texture unit
|
||||
// sounds very shaky ... ;)
|
||||
for (int i = 0; i < gl_num_programs; i++)
|
||||
for (unsigned i = 0; i < gl_num_programs; i++)
|
||||
{
|
||||
pglActiveTexture(GL_TEXTURE0 + base_tex + i);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
@ -33,6 +33,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
|
||||
unsigned out_width, unsigned out_height,
|
||||
unsigned frame_counter,
|
||||
const struct gl_tex_info *info,
|
||||
const struct gl_tex_info *prev_info,
|
||||
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
|
||||
|
||||
void gl_glsl_use(unsigned index);
|
||||
|
Loading…
Reference in New Issue
Block a user