Remove GetTexImage stuff
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e92362f36c
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54bb823b31
1 changed files with 3 additions and 27 deletions
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@ -268,7 +268,6 @@ static void GL_MSG_Error(const char *format, ...)
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/* Raster functions */
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/* Raster functions */
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#define pglPixelStorei glPixelStorei
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#define pglPixelStorei glPixelStorei
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#define pglReadPixels glReadPixels
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#define pglReadPixels glReadPixels
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#define pglGetTexImage glGetTexImage
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/* Texture mapping */
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/* Texture mapping */
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#define pglTexEnvi glTexEnvi
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#define pglTexEnvi glTexEnvi
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@ -381,8 +380,6 @@ typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param);
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static PFNglPixelStorei pglPixelStorei;
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static PFNglPixelStorei pglPixelStorei;
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typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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static PFNglReadPixels pglReadPixels;
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static PFNglReadPixels pglReadPixels;
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typedef void (APIENTRY * PFNglGetTexImage) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
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static PFNglGetTexImage pglGetTexImage;
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/* Texture mapping */
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/* Texture mapping */
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typedef void (APIENTRY * PFNglTexEnvi) (GLenum target, GLenum pname, GLint param);
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typedef void (APIENTRY * PFNglTexEnvi) (GLenum target, GLenum pname, GLint param);
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@ -526,7 +523,6 @@ boolean SetupGLfunc(void)
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GETOPENGLFUNC(pglPixelStorei, glPixelStorei)
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GETOPENGLFUNC(pglPixelStorei, glPixelStorei)
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GETOPENGLFUNC(pglReadPixels, glReadPixels)
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GETOPENGLFUNC(pglReadPixels, glReadPixels)
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GETOPENGLFUNC(pglGetTexImage, glGetTexImage)
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GETOPENGLFUNC(pglTexEnvi, glTexEnvi)
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GETOPENGLFUNC(pglTexEnvi, glTexEnvi)
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GETOPENGLFUNC(pglTexParameteri, glTexParameteri)
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GETOPENGLFUNC(pglTexParameteri, glTexParameteri)
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@ -1267,7 +1263,6 @@ static void GLPerspective(GLfloat fovy, GLfloat aspect)
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pglMultMatrixf(&m[0][0]);
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pglMultMatrixf(&m[0][0]);
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}
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}
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#if 0
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static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ,
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static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ,
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GLfloat* winX, GLfloat* winY, GLfloat* winZ)
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GLfloat* winX, GLfloat* winY, GLfloat* winZ)
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{
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{
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@ -1307,7 +1302,6 @@ static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ,
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*winY=in[1];
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*winY=in[1];
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*winZ=in[2];
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*winZ=in[2];
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}
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}
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#endif
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// -----------------+
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// -----------------+
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// SetModelView :
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// SetModelView :
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@ -1586,15 +1580,6 @@ EXPORT void HWRAPI(ClearMipMapCache) (void)
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Flush();
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Flush();
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}
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}
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// nope, definitely not faster. software has the same flickering/z-fighting bugs with laggy GIF recording anyway
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//#define GETTEXIMAGE
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#ifdef GETTEXIMAGE
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#define TEXWIDTH texsize
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#else
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#define TEXWIDTH screen_width
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#endif
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// -----------------------+
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// -----------------------+
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// ReadScreenFinalTexture : Reads out the final screen texture
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// ReadScreenFinalTexture : Reads out the final screen texture
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// Returns : 24bit RGB pixel array stored in dest
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// Returns : 24bit RGB pixel array stored in dest
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@ -1605,24 +1590,17 @@ EXPORT void HWRAPI(ReadScreenFinalTexture) (UINT8 * restrict dest, INT32 scale)
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INT32 scanlines = screen_height;
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INT32 scanlines = screen_height;
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GLubyte * restrict image;
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GLubyte * restrict image;
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#ifdef GETTEXIMAGE
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image = malloc(texsize*texsize*3); // oof
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pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
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pglGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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tex_downloaded = finalScreenTexture;
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#else
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image = malloc(screen_width*screen_height*3);
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image = malloc(screen_width*screen_height*3);
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pglPixelStorei(GL_PACK_ALIGNMENT, 1);
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pglPixelStorei(GL_PACK_ALIGNMENT, 1);
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pglReadPixels(0, 0, screen_width, screen_height, GL_RGB, GL_UNSIGNED_BYTE, image);
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pglReadPixels(0, 0, screen_width, screen_height, GL_RGB, GL_UNSIGNED_BYTE, image);
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#endif
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// TODO the downscaling happens in the screen capture code now,
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// TODO the downscaling happens in the screen capture code now,
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// yet we're still doing this on the CPU? sheesh...
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// yet we're still doing this on the CPU? sheesh...
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// this is where actual knowledge of OpenGL would've come in handy
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// this is where actual knowledge of OpenGL would've come in handy
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image += scanlines*TEXWIDTH*3;
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image += scanlines*screen_width*3;
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while ((scanlines -= scale) >= 0)
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while ((scanlines -= scale) >= 0)
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{
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{
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image -= TEXWIDTH*scale*3;
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image -= screen_width*scale*3;
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if (scale == 1)
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if (scale == 1)
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memcpy(dest, image, stride);
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memcpy(dest, image, stride);
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else for (size_t i = 0; i < stride; i += 3)
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else for (size_t i = 0; i < stride; i += 3)
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@ -1631,7 +1609,7 @@ EXPORT void HWRAPI(ReadScreenFinalTexture) (UINT8 * restrict dest, INT32 scale)
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}
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}
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// ...yet still, restrict doesn't make the inner loop any faster
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// ...yet still, restrict doesn't make the inner loop any faster
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free(image - ((screen_height % scale) * TEXWIDTH*3));
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free(image - ((screen_height % scale) * screen_width*3));
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}
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}
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// -----------------+
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// -----------------+
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@ -2414,7 +2392,6 @@ static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD
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// this test is added for new coronas' code (without depth buffer)
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// this test is added for new coronas' code (without depth buffer)
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// I think I should do a separate function for drawing coronas, so it will be a little faster
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// I think I should do a separate function for drawing coronas, so it will be a little faster
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#if 0
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if (PolyFlags & PF_Corona) // check to see if we need to draw the corona
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if (PolyFlags & PF_Corona) // check to see if we need to draw the corona
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{
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{
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FUINT i;
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FUINT i;
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@ -2475,7 +2452,6 @@ static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD
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c[3] = (unsigned char)(alpha * 255);
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c[3] = (unsigned char)(alpha * 255);
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pglColor4ubv(c);
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pglColor4ubv(c);
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}
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}
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#endif
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Shader_SetUniforms(pSurf, &poly, &tint, &fade);
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Shader_SetUniforms(pSurf, &poly, &tint, &fade);
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}
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}
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