also check for vbo updates in EncodeToRamUsingShader

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-09 20:56:58 +01:00 committed by Ryan Houdek
parent 1f1b32b663
commit 5c8800968a
2 changed files with 25 additions and 14 deletions

View file

@ -455,6 +455,7 @@ TextureCache::~TextureCache()
for(std::map<u32, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
glGenBuffers(1, &it->second.vbo);
}
s_VBO.clear();
if (s_TempFramebuffer)
{

View file

@ -58,6 +58,7 @@ const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_VBO = 0;
static TargetRectangle s_cached_sourceRc;
void CreateRgbToYuyvProgram()
{
@ -144,6 +145,10 @@ void Init()
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_VBO);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
@ -219,20 +224,25 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
PixelShaderCache::SetCurrentShader(shader.glprogid);
GL_REPORT_ERRORD();
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
s_cached_sourceRc = sourceRc;
} else {
// TODO: remove
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
}
// disable all pointer, TODO: use VAO
glEnableClientState(GL_VERTEX_ARRAY);