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-rw-r--r--src/GPU3D_OpenGL43.cpp641
1 files changed, 13 insertions, 628 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index e76db7f..6db9a18 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -21,6 +21,7 @@
#include "NDS.h"
#include "GPU.h"
#include "OpenGLSupport.h"
+#include "GPU3D_OpenGL43_shaders.h"
namespace GPU3D
{
@@ -33,631 +34,6 @@ namespace GLRenderer43
// * UBO: 3.1
// * glMemoryBarrier: 4.2
-// TODO: consider other way to handle uniforms (UBO?)
-
-#define kShaderHeader "#version 430"
-
-
-const char* kClearVS = kShaderHeader R"(
-
-layout(location=0) in vec2 vPosition;
-
-layout(location=1) uniform uint uDepth;
-
-void main()
-{
- float fdepth = (float(uDepth) / 8388608.0) - 1.0;
- gl_Position = vec4(vPosition, fdepth, 1.0);
-}
-)";
-
-const char* kClearFS = kShaderHeader R"(
-
-layout(location=0) uniform uvec4 uColor;
-layout(location=2) uniform uint uOpaquePolyID;
-layout(location=3) uniform uint uFogFlag;
-
-layout(location=0) out vec4 oColor;
-layout(location=1) out uvec3 oAttr;
-
-void main()
-{
- oColor = vec4(uColor).bgra / 31.0;
- oAttr.r = 0;
- oAttr.g = uOpaquePolyID;
- oAttr.b = 0;
-}
-)";
-
-
-const char* kRenderVSCommon = R"(
-
-layout(std140, binding=0) uniform uConfig
-{
- vec2 uScreenSize;
- uint uDispCnt;
- vec4 uToonColors[32];
-};
-
-layout(location=0) in uvec4 vPosition;
-layout(location=1) in uvec4 vColor;
-layout(location=2) in ivec2 vTexcoord;
-layout(location=3) in uvec3 vPolygonAttr;
-
-smooth out vec4 fColor;
-smooth out vec2 fTexcoord;
-flat out uvec3 fPolygonAttr;
-)";
-
-const char* kRenderFSCommon = R"(
-
-layout(binding=0) uniform usampler2D TexMem;
-layout(binding=1) uniform sampler2D TexPalMem;
-
-layout(std140, binding=0) uniform uConfig
-{
- vec2 uScreenSize;
- uint uDispCnt;
- vec4 uToonColors[32];
-};
-
-smooth in vec4 fColor;
-smooth in vec2 fTexcoord;
-flat in uvec3 fPolygonAttr;
-
-layout(location=0) out vec4 oColor;
-layout(location=1) out uvec3 oAttr;
-
-int TexcoordWrap(int c, int maxc, uint mode)
-{
- if ((mode & (1<<0)) != 0)
- {
- if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
- return (maxc-1) - (c & (maxc-1));
- else
- return (c & (maxc-1));
- }
- else
- return clamp(c, 0, maxc-1);
-}
-
-vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, uint wrapmode)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x);
- uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
-
- pixel.a = (pixel.r & 0xE0);
- pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
- pixel.r &= 0x1F;
-
- addr.y = (addr.y << 3) + int(pixel.r);
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
-
- return vec4(color.rgb, float(pixel.a)/31.0);
-}
-
-vec4 TextureFetch_I2(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x) >> 2;
- uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
- pixel.r >>= (2 * (st.x & 3));
- pixel.r &= 0x03;
-
- addr.y = (addr.y << 2) + int(pixel.r);
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
-
- return vec4(color.rgb, max(step(1,pixel.r),alpha0));
-}
-
-vec4 TextureFetch_I4(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x) >> 1;
- uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
- if ((st.x & 1) != 0) pixel.r >>= 4;
- else pixel.r &= 0x0F;
-
- addr.y = (addr.y << 3) + int(pixel.r);
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
-
- return vec4(color.rgb, max(step(1,pixel.r),alpha0));
-}
-
-vec4 TextureFetch_I8(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x);
- uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
-
- addr.y = (addr.y << 3) + int(pixel.r);
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
-
- return vec4(color.rgb, max(step(1,pixel.r),alpha0));
-}
-
-vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, uint wrapmode)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
- uvec4 p = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
- uint val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
-
- int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
- if (addr.x >= 0x40000) slot1addr += 0x10000;
-
- uint palinfo;
- p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
- palinfo = p.r;
- slot1addr++;
- p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
- palinfo |= (p.r << 8);
-
- addr.y = (addr.y << 3) + ((int(palinfo) & 0x3FFF) << 1);
- palinfo >>= 14;
-
- if (val == 0)
- {
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4(color.rgb, 1.0);
- }
- else if (val == 1)
- {
- addr.y++;
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4(color.rgb, 1.0);
- }
- else if (val == 2)
- {
- if (palinfo == 1)
- {
- vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- addr.y++;
- vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
- }
- else if (palinfo == 3)
- {
- vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- addr.y++;
- vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
- }
- else
- {
- addr.y += 2;
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4(color.rgb, 1.0);
- }
- }
- else
- {
- if (palinfo == 2)
- {
- addr.y += 3;
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4(color.rgb, 1.0);
- }
- else if (palinfo == 3)
- {
- vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- addr.y++;
- vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
- return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
- }
- else
- {
- return vec4(0.0);
- }
- }
-}
-
-vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, uint wrapmode)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x);
- uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
-
- pixel.a = (pixel.r & 0xF8) >> 3;
- pixel.r &= 0x07;
-
- addr.y = (addr.y << 3) + int(pixel.r);
- vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
-
- return vec4(color.rgb, float(pixel.a)/31.0);
-}
-
-vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, uint wrapmode)
-{
- st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
- st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
-
- addr.x += ((st.y * st.z) + st.x) << 1;
- uvec4 pixelL = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
- addr.x++;
- uvec4 pixelH = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
-
- vec4 color;
- color.r = float(pixelL.r & 0x1F) / 31.0;
- color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
- color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
- color.a = float(pixelH.r >> 7);
-
- return color;
-}
-
-vec4 TextureLookup_Nearest(vec2 st)
-{
- uint attr = fPolygonAttr.y;
- uint paladdr = fPolygonAttr.z;
-
- float alpha0;
- if ((attr & (1<<29)) != 0) alpha0 = 0.0;
- else alpha0 = 1.0;
-
- int tw = 8 << int((attr >> 20) & 0x7);
- int th = 8 << int((attr >> 23) & 0x7);
- ivec4 st_full = ivec4(ivec2(st), tw, th);
-
- ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
- uint wrapmode = attr >> 16;
-
- uint type = (attr >> 26) & 0x7;
- if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
- else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
- else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
- else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
- else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
- else if (type == 6) return TextureFetch_A5I3 (vramaddr, st_full, wrapmode);
- else return TextureFetch_Direct (vramaddr, st_full, wrapmode);
-}
-
-vec4 TextureLookup_Linear(vec2 texcoord)
-{
- ivec2 intpart = ivec2(texcoord);
- vec2 fracpart = fract(texcoord);
-
- uint attr = fPolygonAttr.y;
- uint paladdr = fPolygonAttr.z;
-
- float alpha0;
- if ((attr & (1<<29)) != 0) alpha0 = 0.0;
- else alpha0 = 1.0;
-
- int tw = 8 << int((attr >> 20) & 0x7);
- int th = 8 << int((attr >> 23) & 0x7);
- ivec4 st_full = ivec4(intpart, tw, th);
-
- ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
- uint wrapmode = attr >> 16;
-
- vec4 A, B, C, D;
- uint type = (attr >> 26) & 0x7;
- if (type == 5)
- {
- A = TextureFetch_Compressed(vramaddr, st_full , wrapmode);
- B = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
- C = TextureFetch_Compressed(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
- D = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
- }
- else if (type == 2)
- {
- A = TextureFetch_I2(vramaddr, st_full , wrapmode, alpha0);
- B = TextureFetch_I2(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
- C = TextureFetch_I2(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
- D = TextureFetch_I2(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
- }
- else if (type == 3)
- {
- A = TextureFetch_I4(vramaddr, st_full , wrapmode, alpha0);
- B = TextureFetch_I4(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
- C = TextureFetch_I4(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
- D = TextureFetch_I4(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
- }
- else if (type == 4)
- {
- A = TextureFetch_I8(vramaddr, st_full , wrapmode, alpha0);
- B = TextureFetch_I8(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
- C = TextureFetch_I8(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
- D = TextureFetch_I8(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
- }
- else if (type == 1)
- {
- A = TextureFetch_A3I5(vramaddr, st_full , wrapmode);
- B = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
- C = TextureFetch_A3I5(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
- D = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
- }
- else if (type == 6)
- {
- A = TextureFetch_A5I3(vramaddr, st_full , wrapmode);
- B = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
- C = TextureFetch_A5I3(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
- D = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
- }
- else
- {
- A = TextureFetch_Direct(vramaddr, st_full , wrapmode);
- B = TextureFetch_Direct(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
- C = TextureFetch_Direct(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
- D = TextureFetch_Direct(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
- }
-
- float fx = fracpart.x;
- vec4 AB;
- if (A.a < (0.5/31.0) && B.a < (0.5/31.0))
- AB = vec4(0);
- else
- {
- //if (A.a < (0.5/31.0) || B.a < (0.5/31.0))
- // fx = step(0.5, fx);
-
- AB = mix(A, B, fx);
- }
-
- fx = fracpart.x;
- vec4 CD;
- if (C.a < (0.5/31.0) && D.a < (0.5/31.0))
- CD = vec4(0);
- else
- {
- //if (C.a < (0.5/31.0) || D.a < (0.5/31.0))
- // fx = step(0.5, fx);
-
- CD = mix(C, D, fx);
- }
-
- fx = fracpart.y;
- vec4 ret;
- if (AB.a < (0.5/31.0) && CD.a < (0.5/31.0))
- ret = vec4(0);
- else
- {
- //if (AB.a < (0.5/31.0) || CD.a < (0.5/31.0))
- // fx = step(0.5, fx);
-
- ret = mix(AB, CD, fx);
- }
-
- return ret;
-}
-
-vec4 FinalColor()
-{
- vec4 col;
- vec4 vcol = fColor;
- uint blendmode = (fPolygonAttr.x >> 4) & 0x3;
-
- if (blendmode == 2)
- {
- if ((uDispCnt & (1<<1)) == 0)
- {
- // toon
- vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
- vcol.rgb = tooncolor;
- }
- else
- {
- // highlight
- vcol.rgb = vcol.rrr;
- }
- }
-
- if ((((fPolygonAttr.y >> 26) & 0x7) == 0) || ((uDispCnt & (1<<0)) == 0))
- {
- // no texture
- col = vcol;
- }
- else
- {
- vec4 tcol = TextureLookup_Nearest(fTexcoord);
- //vec4 tcol = TextureLookup_Linear(fTexcoord);
-
- if ((blendmode & 1) != 0)
- {
- // decal
- col.rgb = (tcol.rgb * tcol.a) + (vcol.rgb * (1.0-tcol.a));
- col.a = vcol.a;
- }
- else
- {
- // modulate
- col = vcol * tcol;
- }
- }
-
- if (blendmode == 2)
- {
- if ((uDispCnt & (1<<1)) != 0)
- {
- vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
- col.rgb = min(col.rgb + tooncolor, 1.0);
- }
- }
-
- return col.bgra;
-}
-)";
-
-
-const char* kRenderVS_Z = R"(
-
-void main()
-{
- uint attr = vPolygonAttr.x;
- uint zshift = (attr >> 16) & 0x1F;
-
- vec4 fpos;
- fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
- fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
- fpos.w = float(vPosition.w) / 65536.0f;
- fpos.xyz *= fpos.w;
-
- fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
- fTexcoord = vec2(vTexcoord) / 16.0;
- fPolygonAttr = vPolygonAttr;
-
- gl_Position = fpos;
-}
-)";
-
-const char* kRenderVS_W = R"(
-
-smooth out float fZ;
-
-void main()
-{
- uint attr = vPolygonAttr.x;
- uint zshift = (attr >> 16) & 0x1F;
-
- vec4 fpos;
- fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
- fZ = float(vPosition.z << zshift) / 16777216.0;
- fpos.w = float(vPosition.w) / 65536.0f;
- fpos.xy *= fpos.w;
-
- fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
- fTexcoord = vec2(vTexcoord) / 16.0;
- fPolygonAttr = vPolygonAttr;
-
- gl_Position = fpos;
-}
-)";
-
-
-const char* kRenderFS_ZO = R"(
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 30.5/31) discard;
-
- oColor = col;
- oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
-}
-)";
-
-const char* kRenderFS_WO = R"(
-
-smooth in float fZ;
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 30.5/31) discard;
-
- oColor = col;
- oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
- gl_FragDepth = fZ;
-}
-)";
-
-const char* kRenderFS_ZT = R"(
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 0.5/31) discard;
- if (col.a >= 30.5/31) discard;
-
- oColor = col;
- oAttr.g = 0xFF;
-}
-)";
-
-const char* kRenderFS_WT = R"(
-
-smooth in float fZ;
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 0.5/31) discard;
- if (col.a >= 30.5/31) discard;
-
- oColor = col;
- oAttr.g = 0xFF;
- gl_FragDepth = fZ;
-}
-)";
-
-const char* kRenderFS_ZSM = R"(
-
-void main()
-{
- oColor = vec4(0,0,0,1);
- oAttr.g = 0xFF;
- oAttr.b = 1;
-}
-)";
-
-const char* kRenderFS_WSM = R"(
-
-smooth in float fZ;
-
-void main()
-{
- oColor = vec4(0,0,0,1);
- oAttr.g = 0xFF;
- oAttr.b = 1;
- gl_FragDepth = fZ;
-}
-)";
-
-const char* kRenderFS_ZS = R"(
-
-layout(binding=2) uniform usampler2D iAttrTex;
-//layout(origin_upper_left) in vec4 gl_FragCoord;
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 0.5/31) discard;
- if (col.a >= 30.5/31) discard;
-
- uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
- if (iAttr.b != 1) discard;
- if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
-
- oColor = col;
-}
-)";
-
-const char* kRenderFS_WS = R"(
-
-layout(binding=2) uniform usampler2D iAttrTex;
-//layout(origin_upper_left) in vec4 gl_FragCoord;
-
-smooth in float fZ;
-
-void main()
-{
- vec4 col = FinalColor();
- if (col.a < 0.5/31) discard;
- if (col.a >= 30.5/31) discard;
-
- uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
- if (iAttr.b != 1) discard;
- if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
-
- oColor = col;
- gl_FragDepth = fZ;
-}
-)";
-
enum
{
@@ -721,6 +97,7 @@ GLuint TexMemID;
GLuint TexPalMemID;
int ScaleFactor;
+bool Accelerated;
int ScreenW, ScreenH;
GLuint FramebufferTex[4];
@@ -968,9 +345,10 @@ void Reset()
//
}
-void SetScale(int scale)
+void SetDisplaySettings(int scale, bool accel)
{
ScaleFactor = scale;
+ Accelerated = accel;
// TODO: antialiasing setting
ScreenW = 256 << scale;
@@ -986,10 +364,12 @@ void SetScale(int scale)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
- glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
+ if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
+ else glBufferData(GL_PIXEL_PACK_BUFFER, 256*192, NULL, GL_DYNAMIC_READ);
if (Framebuffer) delete[] Framebuffer;
- Framebuffer = new u32[ScreenW*ScreenH];
+ if (accel) Framebuffer = new u32[256*192];
+ else Framebuffer = new u32[ScreenW*ScreenH];
}
@@ -1533,5 +913,10 @@ u32* GetLine(int line)
return &Framebuffer[stride * line];
}
+void SetupAccelFrame()
+{
+ //
+}
+
}
}