Use rect_texture if available and we're not using shaders.
Spacing changes. git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@80393 e17a0e51-4ae3-4d35-97c3-1a29b211df97
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@ -141,9 +141,8 @@ void BlitScreen16NS(unsigned char * surf,long x,long y)
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texture_range = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE;
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texture_hint = GL_STORAGE_SHARED_APPLE ;
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client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE;
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//rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE;
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rect_texture = GL_FALSE;
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rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE;
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// Setup some basic OpenGL stuff
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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@ -154,6 +153,7 @@ void BlitScreen16NS(unsigned char * surf,long x,long y)
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// Loads the shaders
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if(isShaderEnabled()){
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rect_texture = GL_FALSE;
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// --- Params ---
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shaderQuality = PSXShaderQuality();
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vertexShader = [self loadShader:GL_VERTEX_SHADER location:PSXVertexShader()];
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@ -368,32 +368,32 @@ void BlitScreen16NS(unsigned char * surf,long x,long y)
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if(isShaderEnabled()){
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glUseProgram(program);
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int loc=glGetUniformLocation(program, "OGL2Texture");
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int loc = glGetUniformLocation(program, "OGL2Texture");
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glUniform1i(loc,0);
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int loc2=glGetUniformLocation(program, "OGL2Param");
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int loc2 = glGetUniformLocation(program, "OGL2Param");
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float param[4];
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param[2]=shaderQuality;
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param[0]=param[2]/image_width;
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param[1]=param[2]/image_height;
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param[2] = shaderQuality;
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param[0] = param[2] / image_width;
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param[1] = param[2] / image_height;
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//param[2]=2.0;
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param[3]=0.0;
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int loc3=glGetUniformLocation(program, "OGL2Size");
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param[3] = 0.0;
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int loc3 = glGetUniformLocation(program, "OGL2Size");
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float size[4];
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//NSRect rect = [[[self openGLContext] view] bounds];
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size[0]=image_width;
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size[1]=image_height;
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size[2]=rect.size.width;
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size[3]=rect.size.height;
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int loc4=glGetUniformLocation(program, "OGL2InvSize");
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size[0] = image_width;
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size[1] = image_height;
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size[2] = rect.size.width;
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size[3] = rect.size.height;
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int loc4 = glGetUniformLocation(program, "OGL2InvSize");
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float invSize[4];
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invSize[0]=1.0/size[0];
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invSize[1]=1.0/size[1];
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invSize[2]=1.0/size[2];
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invSize[3]=1.0/size[3];
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invSize[0] = 1.0/size[0];
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invSize[1] = 1.0/size[1];
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invSize[2] = 1.0/size[2];
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invSize[3] = 1.0/size[3];
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//invSize[4]=1.0/size[4]; //Did we goof here?
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glUniform4fv(loc2,1,param);
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glUniform4fv(loc3,1,size);
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glUniform4fv(loc4,1,invSize);
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glUniform4fv(loc2, 1, param);
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glUniform4fv(loc3, 1, size);
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glUniform4fv(loc4, 1, invSize);
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}
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glBegin(GL_QUADS);
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