Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.
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@@ -25,7 +25,7 @@ class OpenGLBackend : public ZeroedMemoryAllocator {
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private:
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static OpenGLBackend *instance; ///< Singleton instance pointer.
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void *vid_buffer; ///< Pointer to the memory used for the video driver to draw to.
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GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
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GLuint vid_texture; ///< Texture handle for the video buffer texture.
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GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
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GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
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@@ -45,13 +45,10 @@ public:
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static void Destroy();
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bool Resize(int w, int h, bool force = false);
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void Paint(Rect update_rect);
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void Paint();
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/**
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* Get a pointer to the memory for the video driver to draw to.
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* @return Pointer to draw on.
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*/
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void *GetVideoBuffer() { return this->vid_buffer; }
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void *GetVideoBuffer();
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void ReleaseVideoBuffer(const Rect &update_rect);
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};
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#endif /* VIDEO_OPENGL_H */
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