mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
Removed old cruft from macOS OpenGL backend
The only thing left unimplemented is gl_smooth_rendered CVAR
This commit is contained in:
parent
b52d457146
commit
c0b86278e3
2 changed files with 3 additions and 341 deletions
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@ -333,74 +333,6 @@ private:
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// ---------------------------------------------------------------------------
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class NonCopyable
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{
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protected:
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NonCopyable() { }
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~NonCopyable() { }
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private:
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NonCopyable(const NonCopyable&);
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const NonCopyable& operator=(const NonCopyable&);
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};
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// ---------------------------------------------------------------------------
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class RenderTarget : private NonCopyable
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{
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public:
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RenderTarget(const GLsizei width, const GLsizei height);
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~RenderTarget();
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void Bind();
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void Unbind();
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FHardwareTexture& GetColorTexture()
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{
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return m_texture;
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}
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private:
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GLuint m_ID;
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GLuint m_oldID;
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FHardwareTexture m_texture;
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static GLuint GetBoundID();
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}; // class RenderTarget
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// ---------------------------------------------------------------------------
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class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private NonCopyable
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{
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typedef OpenGLFrameBuffer Super;
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public:
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CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen);
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virtual bool Lock(bool buffered);
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virtual void Update();
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virtual void GetScreenshotBuffer(const BYTE*& buffer, int& pitch, ESSType& color_type);
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virtual void SetSmoothPicture(bool smooth);
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private:
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RenderTarget m_renderTarget;
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void DrawRenderTarget();
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}; // class CocoaOpenGLFrameBuffer
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// ---------------------------------------------------------------------------
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EXTERN_CVAR(Float, Gamma)
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CUSTOM_CVAR(Float, rgamma, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -661,7 +593,7 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
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if (1 == s_currentRenderer)
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{
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fb = new CocoaOpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
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fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
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}
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else
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{
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@ -1245,280 +1177,12 @@ void SDLGLFB::ResetGammaTable()
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int SDLGLFB::GetClientWidth()
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{
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return GetWidth();
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return static_cast<int>(rbOpts.width + 2.0f * rbOpts.shiftX);
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}
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int SDLGLFB::GetClientHeight()
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{
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return GetHeight();
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}
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// ---------------------------------------------------------------------------
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void BoundTextureSetFilter(const GLenum target, const GLint filter)
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{
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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void BoundTextureDraw2D(const GLsizei width, const GLsizei height)
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{
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gl_RenderState.SetEffect(EFF_GAMMACORRECTION);
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.SetColor(Gamma, vid_contrast, vid_brightness);
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gl_RenderState.Apply();
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static const float x = 0.f;
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static const float y = 0.f;
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const float w = float(width);
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const float h = float(height);
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static const float u1 = 0.f;
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static const float v1 = 1.f;
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static const float u2 = 1.f;
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static const float v2 = 0.f;
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FFlatVertexBuffer* const vbo = GLRenderer->mVBO;
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FFlatVertex* ptr = vbo->GetBuffer();
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ptr->Set(x, y, 0, u1, v1); ++ptr;
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ptr->Set(x, y + h, 0, u1, v2); ++ptr;
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ptr->Set(x + w, y, 0, u2, v1); ++ptr;
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ptr->Set(x + w, y + h, 0, u2, v2); ++ptr;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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}
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bool BoundTextureSaveAsPNG(const GLenum target, const char* const path)
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{
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if (NULL == path)
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{
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return false;
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}
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GLint width = 0;
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GLint height = 0;
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glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, &width );
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glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, &height);
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if (0 == width || 0 == height)
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{
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Printf("BoundTextureSaveAsPNG: invalid texture size %ix%i\n", width, height);
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return false;
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}
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static const int BYTES_PER_PIXEL = 4;
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const int imageSize = width * height * BYTES_PER_PIXEL;
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unsigned char* imageBuffer = static_cast<unsigned char*>(malloc(imageSize));
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if (NULL == imageBuffer)
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{
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Printf("BoundTextureSaveAsPNG: cannot allocate %i bytes\n", imageSize);
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return false;
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}
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glGetTexImage(target, 0, GL_BGRA, GL_UNSIGNED_BYTE, imageBuffer);
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const int lineSize = width * BYTES_PER_PIXEL;
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unsigned char lineBuffer[lineSize];
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for (GLint line = 0; line < height / 2; ++line)
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{
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void* frontLinePtr = &imageBuffer[line * lineSize];
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void* backLinePtr = &imageBuffer[(height - line - 1) * lineSize];
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memcpy( lineBuffer, frontLinePtr, lineSize);
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memcpy(frontLinePtr, backLinePtr, lineSize);
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memcpy( backLinePtr, lineBuffer, lineSize);
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}
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FILE* file = fopen(path, "w");
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if (NULL == file)
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{
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Printf("BoundTextureSaveAsPNG: cannot open file %s\n", path);
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free(imageBuffer);
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return false;
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}
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const bool result =
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M_CreatePNG(file, &imageBuffer[0], NULL, SS_BGRA, width, height, width * BYTES_PER_PIXEL)
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&& M_FinishPNG(file);
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fclose(file);
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free(imageBuffer);
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return result;
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}
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// ---------------------------------------------------------------------------
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RenderTarget::RenderTarget(const GLsizei width, const GLsizei height)
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: m_ID(0)
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, m_oldID(0)
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, m_texture(width, height, true)
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{
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glGenFramebuffersEXT(1, &m_ID);
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Bind();
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m_texture.CreateTexture(NULL, width, height, 0, false, 0);
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m_texture.BindToFrameBuffer();
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Unbind();
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}
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RenderTarget::~RenderTarget()
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{
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glDeleteFramebuffersEXT(1, &m_ID);
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}
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void RenderTarget::Bind()
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{
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const GLuint boundID = GetBoundID();
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if (m_ID != boundID)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ID);
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m_oldID = boundID;
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}
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}
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void RenderTarget::Unbind()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_oldID);
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m_oldID = 0;
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}
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GLuint RenderTarget::GetBoundID()
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{
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GLint result;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &result);
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return static_cast<GLuint>(result);
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}
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// ---------------------------------------------------------------------------
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CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen)
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: OpenGLFrameBuffer(hMonitor, width, height, bits, refreshHz, fullscreen)
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, m_renderTarget(width, height)
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{
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SetSmoothPicture(gl_smooth_rendered);
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// Fill render target with black color
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m_renderTarget.Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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m_renderTarget.Unbind();
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}
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bool CocoaOpenGLFrameBuffer::Lock(bool buffered)
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{
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if (0 == m_lock)
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{
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m_renderTarget.Bind();
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}
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return Super::Lock(buffered);
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}
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void CocoaOpenGLFrameBuffer::Update()
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{
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if (!CanUpdate())
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{
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GLRenderer->Flush();
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return;
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}
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Begin2D(false);
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DrawRateStuff();
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GLRenderer->Flush();
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DrawRenderTarget();
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Swap();
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Unlock();
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CheckBench();
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}
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void CocoaOpenGLFrameBuffer::GetScreenshotBuffer(const BYTE*& buffer, int& pitch, ESSType& color_type)
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{
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m_renderTarget.Bind();
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Super::GetScreenshotBuffer(buffer, pitch, color_type);
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m_renderTarget.Unbind();
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}
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void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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{
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m_renderTarget.Unbind();
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m_renderTarget.GetColorTexture().Bind(0, 0, false);
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if (rbOpts.dirty)
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{
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// TODO: Figure out why the following glClear() call is needed
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// to avoid drawing of garbage in fullscreen mode when
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// in-game's aspect ratio is different from display one
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glClear(GL_COLOR_BUFFER_BIT);
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rbOpts.dirty = false;
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}
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glViewport(rbOpts.shiftX, rbOpts.shiftY, rbOpts.width, rbOpts.height);
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BoundTextureDraw2D(Width, Height);
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glViewport(0, 0, Width, Height);
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}
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void CocoaOpenGLFrameBuffer::SetSmoothPicture(const bool smooth)
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{
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FHardwareTexture& texture = m_renderTarget.GetColorTexture();
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texture.Bind(0, 0, false);
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BoundTextureSetFilter(GL_TEXTURE_2D, smooth ? GL_LINEAR : GL_NEAREST);
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}
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// ---------------------------------------------------------------------------
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CUSTOM_CVAR(Bool, gl_smooth_rendered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (NULL != screen)
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{
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screen->SetSmoothPicture(self);
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}
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return static_cast<int>(rbOpts.height + 2.0f * rbOpts.shiftY);
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}
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@ -415,8 +415,6 @@ public:
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virtual bool Is8BitMode() = 0;
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#endif
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virtual void SetSmoothPicture(bool smooth) {}
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protected:
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void DrawRateStuff ();
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void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
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