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https://github.com/ZDoom/gzdoom-gles.git
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- don't route calls to FMaterial::FlushAll through the framebuffer interface.
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parent
eb277cc101
commit
b106f72741
10 changed files with 12 additions and 31 deletions
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@ -236,17 +236,6 @@ void FGLRenderer::SetupLevel()
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//
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//===========================================================================
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void FGLRenderer::FlushTextures()
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{
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FMaterial::FlushAll();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FGLRenderer::StartOffscreen()
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{
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bool firstBind = (mFBID == 0);
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@ -372,7 +361,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
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bounds.width = width;
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bounds.height = height;
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// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
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// if mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
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glFinish();
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// Switch to render buffers dimensioned for the savepic
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@ -411,9 +400,9 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
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void FGLRenderer::BeginFrame()
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{
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buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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buffersActive = mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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if (buffersActive)
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buffersActive = GLRenderer->mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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buffersActive = mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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//===========================================================================
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@ -606,7 +595,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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}
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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gl_RenderState.SetVertexBuffer(mVBO);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -123,7 +123,6 @@ public:
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void ClearBorders();
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void FlushTextures();
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void SetupLevel();
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void ResetSWScene();
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@ -361,11 +361,6 @@ void OpenGLFrameBuffer::UnbindTexUnit(int no)
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FHardwareTexture::Unbind(no);
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}
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void OpenGLFrameBuffer::FlushTextures()
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{
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if (GLRenderer) GLRenderer->FlushTextures();
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}
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void OpenGLFrameBuffer::TextureFilterChanged()
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{
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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@ -37,7 +37,6 @@ public:
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IHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
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FModelRenderer *CreateModelRenderer(int mli) override;
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void UnbindTexUnit(int no) override;
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void FlushTextures() override;
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void TextureFilterChanged() override;
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void BeginFrame() override;
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void SetViewportRects(IntRect *bounds) override;
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@ -25,6 +25,7 @@
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "hw_cvars.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "menu/menu.h"
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@ -91,7 +92,7 @@ CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCON
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CCMD(gl_flush)
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{
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screen->FlushTextures();
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FMaterial::FlushAll();
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}
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CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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@ -102,7 +103,7 @@ CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINI
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CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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screen->FlushTextures();
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FMaterial::FlushAll();
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}
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CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
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@ -111,7 +111,6 @@ SDLGLVideo::SDLGLVideo (int parm)
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SDLGLVideo::~SDLGLVideo ()
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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DFrameBuffer *SDLGLVideo::CreateFrameBuffer ()
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@ -1030,7 +1030,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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viewpoint.HWAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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viewpoint.HWAngles.Pitch = RAD2DEG((float)asin(angy / alen));
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viewpoint.HWAngles.Roll.Degrees = viewpoint.Angles.Roll.Degrees; // copied for convenience.
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@ -43,6 +43,7 @@
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#include "xbr/xbrz.h"
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#include "xbr/xbrz_old.h"
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#include "parallel_for.h"
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#include "hwrenderer/textures/hw_material.h"
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CUSTOM_CVAR(Int, gl_texture_hqresize, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -56,18 +57,18 @@ CUSTOM_CVAR(Int, gl_texture_hqresize, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR
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if (self == 8) self = 10;
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if (self == 9) self = 6;
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#endif
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screen->FlushTextures();
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FMaterial::FlushAll();
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}
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CUSTOM_CVAR(Int, gl_texture_hqresize_maxinputsize, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self > 1024) self = 1024;
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screen->FlushTextures();
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FMaterial::FlushAll();
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}
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CUSTOM_CVAR(Int, gl_texture_hqresize_targets, 7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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screen->FlushTextures();
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FMaterial::FlushAll();
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}
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CVAR (Flag, gl_texture_hqresize_textures, gl_texture_hqresize_targets, 1);
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@ -419,7 +419,6 @@ public:
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virtual IHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; }
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virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; }
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virtual void UnbindTexUnit(int no) {}
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virtual void FlushTextures() {}
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virtual void TextureFilterChanged() {}
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virtual void BeginFrame() {}
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@ -155,7 +155,6 @@ Win32GLVideo::Win32GLVideo(int parm)
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Win32GLVideo::~Win32GLVideo()
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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//==========================================================================
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