Merge branch 'gl_swframebuffer' into qzdoom

This commit is contained in:
Magnus Norddahl 2016-11-29 22:16:58 +01:00
commit 284a99f204
1 changed files with 8 additions and 6 deletions

View File

@ -2285,9 +2285,9 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
{
glGenBuffers(2, (GLuint*)Tex->Buffers);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Tex->Buffers[0]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4, nullptr, GL_STREAM_DRAW);
glBufferData(GL_PIXEL_UNPACK_BUFFER, RoundedPaletteSize * 4, nullptr, GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Tex->Buffers[1]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4, nullptr, GL_STREAM_DRAW);
glBufferData(GL_PIXEL_UNPACK_BUFFER, RoundedPaletteSize * 4, nullptr, GL_STREAM_DRAW);
}
else
{
@ -2295,7 +2295,9 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
Tex->CurrentBuffer = (Tex->CurrentBuffer + 1) & 1;
}
buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4);
int numEntries = MIN(Remap->NumEntries, RoundedPaletteSize);
buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4);
if (buff == nullptr)
{
return false;
@ -2303,13 +2305,13 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
pal = Remap->Palette;
// See explanation in UploadPalette() for skipat rationale.
skipat = MIN(Remap->NumEntries, DoColorSkip ? 256 - 8 : 256);
skipat = MIN(numEntries, DoColorSkip ? 256 - 8 : 256);
for (i = 0; i < skipat; ++i)
{
buff[i] = ColorARGB(pal[i].a, pal[i].r, pal[i].g, pal[i].b);
}
for (++i; i < Remap->NumEntries; ++i)
for (++i; i < numEntries; ++i)
{
buff[i] = ColorARGB(pal[i].a, pal[i - 1].r, pal[i - 1].g, pal[i - 1].b);
}
@ -2319,7 +2321,7 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, Tex->Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Remap->NumEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldBinding);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);