mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-06 13:48:01 +03:00
Replaced glScissor and glViewport with gl_state functions
This commit is contained in:
+15
-15
@@ -164,7 +164,7 @@ namespace rndr {
|
||||
else
|
||||
uniform_value[U_REDUCE] = 0;
|
||||
|
||||
glViewport(0, 0, t->width, t->height);
|
||||
gl_state_set_viewport(0, 0, t->width, t->height);
|
||||
gl_state_active_bind_texture_2d(0, taa_tex[2]->glid);
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[0]);
|
||||
shaders_ft.set(SHADER_FT_REDUCE);
|
||||
@@ -179,7 +179,7 @@ namespace rndr {
|
||||
frame_texture_reset_capture();
|
||||
|
||||
rctx->screen_buffer.Bind();
|
||||
glViewport(0, 0, rctx->sprite_width, rctx->sprite_height);
|
||||
gl_state_set_viewport(0, 0, rctx->sprite_width, rctx->sprite_height);
|
||||
if (ssaa) {
|
||||
gl_state_active_bind_texture_2d(0, taa_tex[2]->glid);
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[0]);
|
||||
@@ -236,7 +236,7 @@ namespace rndr {
|
||||
}
|
||||
else
|
||||
rend_texture[0].Bind();
|
||||
glViewport(0, 0, render_width[0], render_height[0]);
|
||||
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
|
||||
}
|
||||
|
||||
void Render::calc_exposure_chara_data(camera* cam) {
|
||||
@@ -1323,7 +1323,7 @@ namespace rndr {
|
||||
rend_texture[i].Bind();
|
||||
gl_state_active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex());
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[0]);
|
||||
glViewport(0, 0, render_width[i], render_height[i]);
|
||||
gl_state_set_viewport(0, 0, render_width[i], render_height[i]);
|
||||
draw_quad(
|
||||
render_post_width[i - 1], render_post_height[i - 1],
|
||||
render_post_width_scale, render_post_height_scale,
|
||||
@@ -1334,7 +1334,7 @@ namespace rndr {
|
||||
shaders_ft.set(SHADER_FT_REDUCE);
|
||||
|
||||
int32_t downsample = max_def(downsample_count - 2, 0);
|
||||
glViewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
reduce_texture[0].Bind();
|
||||
gl_state_active_bind_texture_2d(0, rend_texture[downsample].GetColorTex());
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[0]);
|
||||
@@ -1360,7 +1360,7 @@ namespace rndr {
|
||||
shaders_ft.set(SHADER_FT_REDUCE);
|
||||
}
|
||||
|
||||
glViewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
draw_quad(reduce_width[i - 1], reduce_height[i - 1],
|
||||
1.0f, 1.0f, 0.0f, 0.0f, scale, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
|
||||
@@ -1624,7 +1624,7 @@ namespace rndr {
|
||||
|
||||
rctx->tone_map_ubo.WriteMemory(shader_data);
|
||||
|
||||
glViewport(0, 0, render_width[0], render_height[0]);
|
||||
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
|
||||
taa_buffer[2].Bind();
|
||||
shaders_ft.set(SHADER_FT_TONEMAP);
|
||||
rctx->tone_map_ubo.Bind(1);
|
||||
@@ -1744,7 +1744,7 @@ namespace rndr {
|
||||
exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j];
|
||||
rctx->exposure_measure_ubo.WriteMemory(exposure_measure);
|
||||
|
||||
glViewport(0, 0, 32, 1);
|
||||
gl_state_set_viewport(0, 0, 32, 1);
|
||||
downsample_texture.Bind();
|
||||
|
||||
uniform_value[U_EXPOSURE] = 1;
|
||||
@@ -1766,7 +1766,7 @@ namespace rndr {
|
||||
exposure_history_counter = (exposure_history_counter + 1) % 32;
|
||||
}
|
||||
|
||||
glViewport(0, 0, 1, 1);
|
||||
gl_state_set_viewport(0, 0, 1, 1);
|
||||
exposure_texture.Bind();
|
||||
uniform_value[U_EXPOSURE] = 2;
|
||||
shaders_ft.set(SHADER_FT_EXPOSURE);
|
||||
@@ -1829,7 +1829,7 @@ namespace rndr {
|
||||
|
||||
gl_state_active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex);
|
||||
gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]);
|
||||
glViewport(0, 0, dst_tex->width, dst_tex->height);
|
||||
gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height);
|
||||
uniform_value[U_REDUCE] = 0;
|
||||
shaders_ft.set(SHADER_FT_REDUCE);
|
||||
draw_quad(dst_tex->width, dst_tex->height,
|
||||
@@ -1933,7 +1933,7 @@ namespace rndr {
|
||||
|
||||
rctx_ptr->lens_ghost_vbo.UnmapMemory();
|
||||
|
||||
glViewport(0, 0, render_width[0], render_height[0]);
|
||||
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
|
||||
rend_texture[0].Bind();
|
||||
gl_state_enable_blend();
|
||||
gl_state_set_blend_func(GL_ONE, GL_ONE);
|
||||
@@ -1984,7 +1984,7 @@ namespace rndr {
|
||||
|
||||
downsample_texture.Bind();
|
||||
for (int32_t i = 1; i < 4; i++) {
|
||||
glViewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[2]);
|
||||
draw_quad(reduce_width[i], reduce_height[i],
|
||||
@@ -1993,7 +1993,7 @@ namespace rndr {
|
||||
}
|
||||
|
||||
for (int32_t i = 1; i < 4; i++) {
|
||||
glViewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
|
||||
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[2]);
|
||||
draw_quad(reduce_width[i], reduce_height[i],
|
||||
@@ -2004,7 +2004,7 @@ namespace rndr {
|
||||
uniform_value[U_GAUSS] = 1;
|
||||
shaders_ft.set(SHADER_FT_GAUSS);
|
||||
|
||||
glViewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid);
|
||||
gl_state_bind_sampler(0, rctx->render_samplers[2]);
|
||||
draw_quad(reduce_width[0], reduce_height[0],
|
||||
@@ -2014,7 +2014,7 @@ namespace rndr {
|
||||
uniform_value[U_REDUCE] = 7;
|
||||
shaders_ft.set(SHADER_FT_REDUCE);
|
||||
|
||||
glViewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
|
||||
reduce_texture[0].Bind();
|
||||
gl_state_active_bind_texture_2d(0, downsample_texture.GetColorTex());
|
||||
gl_state_active_bind_texture_2d(1, reduce_tex[1]->glid);
|
||||
|
||||
Reference in New Issue
Block a user