Remove the dependency on rectangle textures in the software rasterizer. Also make it the be used by default in the software renderer like it was before.

This commit is contained in:
Ryan Houdek 2013-01-19 00:51:00 -06:00
parent c4bd6329c0
commit ff9ba67773
2 changed files with 28 additions and 42 deletions

View File

@ -52,10 +52,10 @@ void CreateShaders()
{
static const char *fragShaderText =
"varying " PREC " vec2 TexCoordOut;\n"
"uniform " TEXTYPE " Texture;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" " PREC " vec4 tmpcolor;\n"
" tmpcolor = " TEXFUNC "(Texture, TexCoordOut);\n"
" tmpcolor = texture2D(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
"}\n";
static const char *vertShaderText =
@ -63,7 +63,7 @@ void CreateShaders()
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
"}\n";
@ -74,6 +74,23 @@ void CreateShaders()
uni_tex = glGetUniformLocation(program, "Texture");
attr_pos = glGetAttribLocation(program, "pos");
attr_tex = glGetAttribLocation(program, "TexCoordIn");
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
glUniform1i(uni_tex, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
}
void SWRenderer::Prepare()
@ -86,7 +103,7 @@ void SWRenderer::Prepare()
// TODO: Enable for GLES once RasterFont supports GLES
#ifndef USE_GLES
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(GL_TEXTURE_2D);
#endif
GL_REPORT_ERRORD();
}
@ -142,48 +159,20 @@ void SWRenderer::DrawTexture(u8 *texture, int width, int height)
glViewport(0, 0, glWidth, glHeight);
glScissor(0, 0, glWidth, glHeight);
glBindTexture(TEX2D, s_RenderTarget);
glBindTexture(GL_TEXTURE_2D, s_RenderTarget);
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
//Texture rectangle uses pixel coordinates
#ifndef USE_GLES
GLfloat u_max = (GLfloat)width;
GLfloat v_max = (GLfloat)height;
static const GLfloat texverts[4][2] = {
{0, v_max},
{0, 0},
{u_max, 0},
{u_max, v_max}
};
#else
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
#endif
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glActiveTexture(GL_TEXTURE0);
glUniform1i(uni_tex, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
glBindTexture(TEX2D, 0);
glBindTexture(GL_TEXTURE_2D, 0);
GL_REPORT_ERRORD();
}
@ -195,11 +184,8 @@ void SWRenderer::SwapBuffer()
GLInterface->Swap();
swstats.ResetFrame();
swstats.ResetFrame();
#ifndef USE_GLES
glClearDepth(1.0f);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GL_REPORT_ERRORD();

View File

@ -51,7 +51,7 @@ void SWVideoConfig::Load(const char* ini_file)
iniFile.Get("Hardware", "Fullscreen", &bFullscreen, 0); // Hardware
iniFile.Get("Hardware", "RenderToMainframe", &renderToMainframe, false);
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, true);
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, false);
iniFile.Get("Info", "ShowStats", &bShowStats, false);