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authordegasus <wickmarkus@web.de>2013-01-09 11:00:26 +0100
committerdegasus <wickmarkus@web.de>2013-01-09 11:00:26 +0100
commitbff02b3b7348c36d54acd7823ddeef66ec996350 (patch)
tree597a6453c11c56c857990607cbeadc2edc00452d /Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
parentb7906b49c98ffaf29a5c9e25cfbabec16b7f4a8d (diff)
parent84debc17d530dc3324c06a971d61fadf1cedf1e4 (diff)
Merge branch 'arb_framebuffer' into GLSL-master
Conflicts: Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp Source/Plugins/Plugin_VideoOGL/Src/Render.cpp Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp232
1 files changed, 65 insertions, 167 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
index a2dbedc472..c74e10a2b5 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
@@ -26,13 +26,6 @@
namespace OGL
{
-extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
-
-static GLuint s_VBO = 0;
-static GLuint s_VAO = 0;
-static MathUtil::Rectangle<float> s_cached_sourcerc;
-static MathUtil::Rectangle<float> s_cached_drawrc;
-
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
@@ -47,7 +40,7 @@ GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
-GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
+GLuint FramebufferManager::m_xfbFramebuffer;
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
@@ -58,15 +51,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
-
- s_cached_sourcerc.bottom = -1;
- s_cached_sourcerc.left = -1;
- s_cached_sourcerc.right = -1;
- s_cached_sourcerc.top = -1;
- s_cached_drawrc.bottom = -1;
- s_cached_drawrc.left = -1;
- s_cached_drawrc.right = -1;
- s_cached_drawrc.top = -1;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@@ -87,7 +71,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target.
- glGenFramebuffersEXT(1, &m_efbFramebuffer);
+ glGenFramebuffers(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
@@ -98,20 +82,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_RECTANGLE, m_efbColor);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind target textures to the EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
@@ -124,87 +108,66 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target renderbuffers.
GLuint glObj[2];
- glGenRenderbuffersEXT(2, glObj);
+ glGenRenderbuffers(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Bind target renderbuffers to EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
- glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
+ glGenFramebuffers(1, &m_resolvedFramebuffer);
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedColorTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind resolved textures to resolved framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
- glGenFramebuffersEXT(1, &m_xfbFramebuffer);
-
- // Generate VBO & VAO - and initialize the VAO for "Draw"
- glGenBuffers(1, &s_VBO);
- glGenVertexArrays(1, &s_VAO);
- glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
- glBindVertexArray(s_VAO);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
-
- glClientActiveTexture(GL_TEXTURE0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
-
- glClientActiveTexture(GL_TEXTURE1);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
-
- // TODO: this after merging with graphic_update
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
+ glGenFramebuffers(1, &m_xfbFramebuffer);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
@@ -216,9 +179,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
FramebufferManager::~FramebufferManager()
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- glDeleteBuffers(1, &s_VBO);
- glDeleteVertexArrays(1, &s_VAO);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLuint glObj[3];
@@ -227,7 +188,7 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
- glDeleteFramebuffersEXT(3, glObj);
+ glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
@@ -242,7 +203,7 @@ FramebufferManager::~FramebufferManager()
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
- glDeleteRenderbuffersEXT(2, glObj);
+ glDeleteRenderbuffers(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
}
@@ -262,16 +223,16 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
- glBlitFramebufferEXT(
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
+ glBlitFramebuffer(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedColorTexture;
}
@@ -292,16 +253,16 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
- glBlitFramebufferEXT(
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
+ glBlitFramebuffer(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
@@ -322,7 +283,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
void FramebufferManager::SetFramebuffer(GLuint fb)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
+ glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
}
// Apply AA if enabled
@@ -340,43 +301,11 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
// Texture map xfbSource->texture onto the main buffer
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, texture, 0);
+ glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
+ drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
-
- if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
- GLfloat vertices[] = {
- drawrc.left, drawrc.bottom,
- sourcerc.left, sourcerc.bottom,
- 0.0f, 0.0f,
- drawrc.left, drawrc.top,
- sourcerc.left, sourcerc.top,
- 0.0f, 1.0f,
- drawrc.right, drawrc.top,
- sourcerc.right, sourcerc.top,
- 1.0f, 1.0f,
- drawrc.right, drawrc.bottom,
- sourcerc.right, sourcerc.bottom,
- 1.0f, 0.0f
- };
- glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
- glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
-
- // TODO: this after merging with graphic_update
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- s_cached_sourcerc = sourcerc;
- s_cached_drawrc = drawrc;
- }
-
- glBindVertexArray(s_VAO);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- // TODO: this after merging with graphic_update
- glBindVertexArray(0);
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
-
GL_REPORT_ERRORD();
}
@@ -388,46 +317,25 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
void XFBSource::CopyEFB(float Gamma)
{
// Copy EFB data to XFB and restore render target again
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
-#if 0
- if (m_msaaSamples <= 1)
-#else
- if (!s_bHaveFramebufferBlit)
-#endif
- {
- // Just copy the EFB directly.
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
- glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
+ // Bind texture.
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, texture, 0);
+ GL_REPORT_FBO_ERROR();
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- }
- else
- {
- // OpenGL cannot copy directly from a multisampled framebuffer, so use
- // EXT_framebuffer_blit.
+ glBlitFramebuffer(
+ 0, 0, texWidth, texHeight,
+ 0, 0, texWidth, texHeight,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST
+ );
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
+ // Unbind texture.
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, 0, 0);
- // Bind texture.
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
- GL_REPORT_FBO_ERROR();
+ // Return to EFB.
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
- glBlitFramebufferEXT(
- 0, 0, texWidth, texHeight,
- 0, 0, texWidth, texHeight,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- );
-
- // Unbind texture.
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
-
- // Return to EFB.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
- }
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
@@ -436,20 +344,10 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
glGenTextures(1, &texture);
-#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
- if (m_msaaSamples > 1)
-#else
- if (s_bHaveFramebufferBlit)
-#endif
- {
- // In MSAA mode, allocate the texture image here. In non-MSAA mode,
- // the image will be allocated by glCopyTexImage2D (later).
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_RECTANGLE, texture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- }
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
return new XFBSource(texture);
}