]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Upload textures in BGRA format instead of RGB. Somewhat faster on nVidia, somewhat...
[movit] / effect_chain.cpp
index f26da075f8e63aec551feb879b8fd0dd8c0c4943..a90f5f3a64db0ffea0427cc009fc106c56eebf0a 100644 (file)
@@ -199,18 +199,30 @@ void EffectChain::render_to_screen(unsigned char *src)
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
 
-       GLenum internal_format = GL_RGBA8;
+       GLenum format, internal_format;
        if (use_srgb_texture_format) {
                internal_format = GL_SRGB8;
+       } else {
+               internal_format = GL_RGBA8;
        }
-
        if (input_format.pixel_format == FORMAT_RGB) {
-               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
+               format = GL_RGB;
        } else if (input_format.pixel_format == FORMAT_RGBA) {
-               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
+               format = GL_RGBA;
+       } else if (input_format.pixel_format == FORMAT_BGR) {
+               format = GL_BGR;
+       } else if (input_format.pixel_format == FORMAT_BGRA) {
+               format = GL_BGRA;
        } else {
                assert(false);
        }
+
+       static bool first = true;
+       if (first) {
+               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, src);
+       } else {
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, src);
+       }
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);