dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp
nakeee a7c4697d22 more code cleanup
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1622 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-21 21:02:43 +00:00

649 lines
22 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
#include "Config.h"
#include "Statistics.h"
#include "Profiler.h"
#include "ImageWrite.h"
#include "Render.h"
#include "MemoryUtil.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "TextureMngr.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
u8 *TextureMngr::temp = NULL;
TextureMngr::TexCache TextureMngr::textures;
std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled;
extern int frameCount;
static u32 s_TempFramebuffer = 0;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
const GLint c_MinLinearFilter[8] = {
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR
};
const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT };
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode)
{
mode = newmode;
if (isNonPow2) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
if (newmode.wrap_s == 2 || newmode.wrap_t == 2) {
DEBUG_LOG("cannot support mirrorred repeat mode\n");
}
if (newmode.wrap_s == 1 || newmode.wrap_t == 1) {
DEBUG_LOG("cannot support repeat mode\n");
}
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps) {
int filt = newmode.min_filter;
if (g_Config.bForceFiltering && newmode.min_filter < 4)
newmode.min_filter += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
}
if (g_Config.iMaxAnisotropy >= 1)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 << g_Config.iMaxAnisotropy);
}
}
void TextureMngr::TCacheEntry::Destroy()
{
if(!texture)
return;
glDeleteTextures(1, &texture);
if (!isRenderTarget) {
if (!g_Config.bSafeTextureCache) {
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr + hashoffset * 4);
if (*ptr == hash)
*ptr = oldpixel;
}
}
texture = 0;
}
void TextureMngr::Init()
{
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
nTex2DEnabled = nTexRECTEnabled = 0;
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureMngr::Invalidate()
{
TexCache::iterator iter = textures.begin();
for (; iter!=textures.end(); iter++)
iter->second.Destroy();
textures.clear();
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureMngr::Shutdown()
{
Invalidate();
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) {
glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
}
mapDepthTargets.clear();
if (s_TempFramebuffer) {
glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
void TextureMngr::Cleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end()) {
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount) {
if (!iter->second.isRenderTarget) {
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
else {
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
}
else
iter++;
}
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
while (itdepth != mapDepthTargets.end()) {
if (frameCount > 20 + itdepth->second.framecount) {
#ifdef _WIN32
itdepth = mapDepthTargets.erase(itdepth);
#else
mapDepthTargets.erase(itdepth++);
#endif
}
else ++itdepth;
}
}
TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
{
if (address == 0)
return NULL;
TexCache::iterator iter = textures.find(address);
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
// Needed for texture format using tlut.
// TODO: Slower == Safer. Recalculate tlut lenght for each cases just to be sure.
u32 hashseed = 0;
switch (format) {
case GX_TF_C4:
hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 128);
break;
case GX_TF_C8:
hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 256);
break;
case GX_TF_C14X2:
hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 384);
break;
}
int palSize = TexDecoder_GetPaletteSize(format);
u32 palhash = 0xc0debabe;
if (palSize) {
if (palSize > 32)
palSize = 32; //let's not do excessive amount of checking
u8 *pal = g_VideoInitialize.pGetMemoryPointer(tlutaddr);
if (pal != 0) {
for (int i = 0; i < palSize; i++) {
palhash = _rotl(palhash,13);
palhash ^= pal[i];
palhash += 31;
}
}
}
int bs = TexDecoder_GetBlockWidthInTexels(format) - 1;
int expandedWidth = (width + bs) & (~bs);
bool skip_texture_create = false;
if (iter != textures.end()) {
TCacheEntry &entry = iter->second;
u32 hash_value;
if (g_Config.bSafeTextureCache)
hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, format, hashseed);
else
hash_value = ((u32 *)ptr)[entry.hashoffset];
if (entry.isRenderTarget || (hash_value == entry.hash && palhash == entry.paletteHash)) {
entry.frameCount = frameCount;
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
return &entry;
}
else
{
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && format == entry.fmt)
{
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
skip_texture_create = true;
}
else
{
entry.Destroy();
textures.erase(iter);
}
}
}
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[address];
entry.hashoffset = 0;
entry.paletteHash = palhash;
entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
if (g_Config.bSafeTextureCache) {
entry.hash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, format, hashseed);
} else {
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[entry.hashoffset] = entry.hash;
}
entry.addr = address;
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
if (!skip_texture_create) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(target, entry.texture);
}
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_type;
switch (dfmt) {
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", dfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_type = GL_UNSIGNED_BYTE;
break;
}
if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
entry.bHaveMipMaps = true;
}
else
glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = format;
entry.SetTextureParameters(tm0);
if (g_Config.bDumpTextures) { // dump texture to file
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/txt_%04i_%i.tga", g_Config.texDumpPath, counter++, format);
SaveTexture(szTemp,target, entry.texture, width, height);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, textures.size());
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
return &entry;
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, TRectangle *source)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer,(int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address];
entry.isNonPow2 = true;
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
int mult = bScaleByHalf?2:1;
int w = (abs(source->right-source->left)/mult);
int h = (abs(source->bottom-source->top)/mult);
GL_REPORT_ERRORD();
if (!bIsInit) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else {
_assert_(entry.texture);
bool bReInit = true;
if (entry.w == w && entry.h == h) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if (err == GL_NO_ERROR )
bReInit = false;
}
if (bReInit) {
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if (!bIsInit || !entry.isRenderTarget) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if (bFromZBuffer) {
switch(copyfmt) {
case 0: // Z4
case 1: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 3: // Z16 //?
case 11: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 6: // Z24X8
colmat[0] = 1;
colmat[5] = 1;
colmat[10] = 1;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // Z8L
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 12: // Z16L
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
default:
ERROR_LOG("Unknown copy zbuf format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else if (bIsIntensityFmt) {
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch(copyfmt) {
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if (copyfmt < 2) {
fConstAdd[3] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else { // alpha
colmat[15] = 1;
}
break;
default:
ERROR_LOG("Unknown copy intensity format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else {
switch (copyfmt) {
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
fConstAdd[3] = 1; // set alpha to 1
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
default:
ERROR_LOG("Unknown copy color format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
// if (bCopyToTarget) {
// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
// }
Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal
GL_REPORT_ERRORD();
// have to run a pixel shader
Renderer::ResetGLState(); // reset any game specific settings
if (s_TempFramebuffer == 0 )
glGenFramebuffersEXT( 1, (GLuint *)&s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer);
Renderer::SetRenderTarget(entry.texture);
GL_REPORT_ERRORD();
// create and attach the render target
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.find((h << 16) | w);
if (itdepth == mapDepthTargets.end()) {
DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w];
depth.framecount = frameCount;
glGenRenderbuffersEXT(1, &depth.targ);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT/*GL_DEPTH24_STENCIL8_EXT*/, w, h);
GL_REPORT_ERRORD();
Renderer::SetDepthTarget(depth.targ);
GL_REPORT_ERRORD();
}
else {
itdepth->second.framecount = frameCount;
Renderer::SetDepthTarget(itdepth->second.targ);
GL_REPORT_ERRORD();
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
glViewport(0, 0, w, h);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderMngr::GetColorMatrixProgram());
PixelShaderMngr::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
glTexCoord2f((float)source->left * MValueX, Renderer::GetTargetHeight()-(float)source->bottom * MValueY); glVertex2f(-1,1);
glTexCoord2f((float)source->left * MValueX, Renderer::GetTargetHeight()-(float)source->top * MValueY); glVertex2f(-1,-1);
glTexCoord2f((float)source->right * MValueX, Renderer::GetTargetHeight()-(float)source->top * MValueY); glVertex2f(1,-1);
glTexCoord2f((float)source->right * MValueX, Renderer::GetTargetHeight()-(float)source->bottom * MValueY); glVertex2f(1,1);
glEnd();
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
TextureMngr::DisableStage(0);
if (bFromZBuffer )
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
}
void TextureMngr::EnableTex2D(int stage)
{
if (!(nTex2DEnabled & (1<<stage))) {
nTex2DEnabled |= (1<<stage);
glEnable(GL_TEXTURE_2D);
}
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::EnableTexRECT(int stage)
{
if ((nTex2DEnabled & (1 << stage))) {
nTex2DEnabled &= ~(1 << stage);
glDisable(GL_TEXTURE_2D);
}
if (!(nTexRECTEnabled & (1 << stage))) {
nTexRECTEnabled |= (1 << stage);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::DisableStage(int stage)
{
bool bset = false;
if (nTex2DEnabled & (1 << stage)) {
nTex2DEnabled &= ~(1 << stage);
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
bset = true;
}
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1 << stage);
if (!bset)
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}