void GLGSRender::ExecCMD() { //return; if(!LoadProgram()) { ConLog.Error("LoadProgram failed."); Emu.Pause(); return; } if(!m_fbo.IsCreated() || RSXThread::m_width != last_width || RSXThread::m_height != last_height || last_depth_format != m_surface_depth_format) { ConLog.Warning("New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height); last_width = RSXThread::m_width; last_height = RSXThread::m_height; last_depth_format = m_surface_depth_format; m_fbo.Create(); checkForGlError("m_fbo.Create"); m_fbo.Bind(); m_rbo.Create(4 + 1); checkForGlError("m_rbo.Create"); for(int i=0; i<4; ++i) { m_rbo.Bind(i); m_rbo.Storage(GL_RGBA, RSXThread::m_width, RSXThread::m_height); checkForGlError("m_rbo.Storage(GL_RGBA)"); } m_rbo.Bind(4); switch(m_surface_depth_format) { // case 0 found in BLJM60410-[Suzukaze no Melt - Days in the Sanctuary] // [E : RSXThread]: Bad depth format! (0) // [E : RSXThread]: glEnable: opengl error 0x0506 // [E : RSXThread]: glDrawArrays: opengl error 0x0506 case 0: m_rbo.Storage(GL_DEPTH_COMPONENT, RSXThread::m_width, RSXThread::m_height); checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT)"); break; case CELL_GCM_SURFACE_Z16: m_rbo.Storage(GL_DEPTH_COMPONENT16, RSXThread::m_width, RSXThread::m_height); checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT16)"); break; case CELL_GCM_SURFACE_Z24S8: m_rbo.Storage(GL_DEPTH24_STENCIL8, RSXThread::m_width, RSXThread::m_height); checkForGlError("m_rbo.Storage(GL_DEPTH24_STENCIL8)"); break; default: ConLog.Error("Bad depth format! (%d)", m_surface_depth_format); assert(0); break; } for(int i=0; i<4; ++i) { m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT0 + i, m_rbo.GetId(i)); checkForGlError(fmt::Format("m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT%d)", i)); } m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4)); checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)"); if(m_surface_depth_format == 2) { m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4)); checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)"); } } if(!m_set_surface_clip_horizontal) { m_surface_clip_x = 0; m_surface_clip_w = RSXThread::m_width; } if(!m_set_surface_clip_vertical) { m_surface_clip_y = 0; m_surface_clip_h = RSXThread::m_height; } m_fbo.Bind(); if(Ini.GSDumpDepthBuffer.GetValue()) WriteDepthBuffer(); static const GLenum draw_buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; switch(m_surface_colour_target) { case CELL_GCM_SURFACE_TARGET_NONE: break; case CELL_GCM_SURFACE_TARGET_0: glDrawBuffer(draw_buffers[0]); break; case CELL_GCM_SURFACE_TARGET_1: glDrawBuffer(draw_buffers[1]); break; case CELL_GCM_SURFACE_TARGET_MRT1: glDrawBuffers(2, draw_buffers); break; case CELL_GCM_SURFACE_TARGET_MRT2: glDrawBuffers(3, draw_buffers); break; case CELL_GCM_SURFACE_TARGET_MRT3: glDrawBuffers(4, draw_buffers); break; default: ConLog.Error("Bad surface colour target: %d", m_surface_colour_target); break; } if(m_set_color_mask) { glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a); checkForGlError("glColorMask"); } if(m_set_viewport_horizontal && m_set_viewport_vertical) { //glViewport(m_viewport_x, m_viewport_y, m_viewport_w, m_viewport_h); //checkForGlError("glViewport"); } if (m_set_scissor_horizontal && m_set_scissor_vertical) { glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h); checkForGlError("glScissor"); } if(m_clear_surface_mask) { GLbitfield f = 0; if (m_clear_surface_mask & 0x1) { glClearDepth(m_clear_surface_z / (float)0xffffff); f |= GL_DEPTH_BUFFER_BIT; } if (m_clear_surface_mask & 0x2) { glClearStencil(m_clear_surface_s); f |= GL_STENCIL_BUFFER_BIT; } if (m_clear_surface_mask & 0xF0) { glClearColor( m_clear_surface_color_r / 255.0f, m_clear_surface_color_g / 255.0f, m_clear_surface_color_b / 255.0f, m_clear_surface_color_a / 255.0f); f |= GL_COLOR_BUFFER_BIT; } glClear(f); } Enable(m_set_depth_test, GL_DEPTH_TEST); Enable(m_set_alpha_test, GL_ALPHA_TEST); Enable(m_set_depth_bounds_test, GL_DEPTH_BOUNDS_TEST_EXT); Enable(m_set_blend, GL_BLEND); Enable(m_set_logic_op, GL_LOGIC_OP); Enable(m_set_cull_face, GL_CULL_FACE); Enable(m_set_dither, GL_DITHER); Enable(m_set_stencil_test, GL_STENCIL_TEST); Enable(m_set_line_smooth, GL_LINE_SMOOTH); Enable(m_set_poly_smooth, GL_POLYGON_SMOOTH); Enable(m_set_point_sprite_control, GL_POINT_SPRITE); Enable(m_set_specular, GL_LIGHTING); Enable(m_set_poly_offset_fill, GL_POLYGON_OFFSET_FILL); Enable(m_set_poly_offset_line, GL_POLYGON_OFFSET_LINE); Enable(m_set_poly_offset_point, GL_POLYGON_OFFSET_POINT); Enable(m_set_restart_index, GL_PRIMITIVE_RESTART); Enable(m_set_line_stipple, GL_LINE_STIPPLE); if(m_set_clip_plane) { Enable(m_clip_plane_0, GL_CLIP_PLANE0); Enable(m_clip_plane_1, GL_CLIP_PLANE1); Enable(m_clip_plane_2, GL_CLIP_PLANE2); Enable(m_clip_plane_3, GL_CLIP_PLANE3); Enable(m_clip_plane_4, GL_CLIP_PLANE4); Enable(m_clip_plane_5, GL_CLIP_PLANE5); checkForGlError("m_set_clip_plane"); } checkForGlError("glEnable"); if (m_set_front_polygon_mode) { glPolygonMode(GL_FRONT, m_front_polygon_mode); checkForGlError("glPolygonMode(Front)"); } if (m_set_back_polygon_mode) { glPolygonMode(GL_BACK, m_back_polygon_mode); checkForGlError("glPolygonMode(Back)"); } if (m_set_point_size) { glPointSize(m_point_size); checkForGlError("glPointSize"); } if (m_set_poly_offset_mode) { glPolygonOffset(m_poly_offset_scale_factor, m_poly_offset_bias); checkForGlError("glPolygonOffset"); } if (m_set_logic_op) { glLogicOp(m_logic_op); checkForGlError("glLogicOp"); } if(m_set_two_sided_stencil_test_enable) { if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass) { glStencilOpSeparate(GL_FRONT, m_stencil_fail, m_stencil_zfail, m_stencil_zpass); checkForGlError("glStencilOpSeparate"); } if(m_set_stencil_mask) { glStencilMaskSeparate(GL_FRONT, m_stencil_mask); checkForGlError("glStencilMaskSeparate"); } if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask) { glStencilFuncSeparate(GL_FRONT, m_stencil_func, m_stencil_func_ref, m_stencil_func_mask); checkForGlError("glStencilFuncSeparate"); } if(m_set_back_stencil_fail && m_set_back_stencil_zfail && m_set_back_stencil_zpass) { glStencilOpSeparate(GL_BACK, m_back_stencil_fail, m_back_stencil_zfail, m_back_stencil_zpass); checkForGlError("glStencilOpSeparate(GL_BACK)"); } if(m_set_back_stencil_mask) { glStencilMaskSeparate(GL_BACK, m_back_stencil_mask); checkForGlError("glStencilMaskSeparate(GL_BACK)"); } if(m_set_back_stencil_func && m_set_back_stencil_func_ref && m_set_back_stencil_func_mask) { glStencilFuncSeparate(GL_BACK, m_back_stencil_func, m_back_stencil_func_ref, m_back_stencil_func_mask); checkForGlError("glStencilFuncSeparate(GL_BACK)"); } } else { if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass) { glStencilOp(m_stencil_fail, m_stencil_zfail, m_stencil_zpass); checkForGlError("glStencilOp"); } if(m_set_stencil_mask) { glStencilMask(m_stencil_mask); checkForGlError("glStencilMask"); } if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask) { glStencilFunc(m_stencil_func, m_stencil_func_ref, m_stencil_func_mask); checkForGlError("glStencilFunc"); } } if(m_set_shade_mode) { glShadeModel(m_shade_mode); checkForGlError("glShadeModel"); } if(m_set_depth_mask) { glDepthMask(m_depth_mask); checkForGlError("glDepthMask"); } if(m_set_depth_func) { //ConLog.Warning("glDepthFunc(0x%x)", m_depth_func); glDepthFunc(m_depth_func); checkForGlError("glDepthFunc"); } if(m_set_depth_bounds) { //ConLog.Warning("glDepthBounds(%f, %f)", m_depth_bounds_min, m_depth_bounds_max); glDepthBoundsEXT(m_depth_bounds_min, m_depth_bounds_max); checkForGlError("glDepthBounds"); } if(m_set_clip) { //ConLog.Warning("glDepthRangef(%f, %f)", m_clip_min, m_clip_max); glDepthRangef(m_clip_min, m_clip_max); checkForGlError("glDepthRangef"); } if(m_set_line_width) { glLineWidth(m_line_width); checkForGlError("glLineWidth"); } if (m_set_line_stipple) { glLineStipple(m_line_stipple_factor, m_line_stipple_pattern); checkForGlError("glLineStipple"); } if(m_set_blend_equation) { glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha); checkForGlError("glBlendEquationSeparate"); } if(m_set_blend_sfactor && m_set_blend_dfactor) { glBlendFuncSeparate(m_blend_sfactor_rgb, m_blend_dfactor_rgb, m_blend_sfactor_alpha, m_blend_dfactor_alpha); checkForGlError("glBlendFuncSeparate"); } if(m_set_blend_color) { glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a); checkForGlError("glBlendColor"); } if(m_set_cull_face) { glCullFace(m_cull_face); checkForGlError("glCullFace"); } if (m_set_front_face) { glFrontFace(m_front_face); checkForGlError("glFrontFace"); } if(m_set_alpha_func && m_set_alpha_ref) { glAlphaFunc(m_alpha_func, m_alpha_ref); checkForGlError("glAlphaFunc"); } if(m_set_fog_mode) { glFogi(GL_FOG_MODE, m_fog_mode); checkForGlError("glFogi(GL_FOG_MODE)"); } if(m_set_fog_params) { glFogf(GL_FOG_START, m_fog_param0); checkForGlError("glFogf(GL_FOG_START)"); glFogf(GL_FOG_END, m_fog_param1); checkForGlError("glFogf(GL_FOG_END)"); } if(m_set_restart_index) { glPrimitiveRestartIndex(m_restart_index); checkForGlError("glPrimitiveRestartIndex"); } if(m_indexed_array.m_count && m_draw_array_count) { ConLog.Warning("m_indexed_array.m_count && draw_array_count"); } for(u32 i=0; i<m_textures_count; ++i) { if(!m_textures[i].IsEnabled()) continue; glActiveTexture(GL_TEXTURE0 + i); checkForGlError("glActiveTexture"); m_gl_textures[i].Create(); m_gl_textures[i].Bind(); checkForGlError(fmt::Format("m_gl_textures[%d].Bind", i)); m_program.SetTex(i); m_gl_textures[i].Init(m_textures[i]); checkForGlError(fmt::Format("m_gl_textures[%d].Init", i)); } m_vao.Bind(); if(m_indexed_array.m_count) { LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1); } EnableVertexData(m_indexed_array.m_count ? true : false); InitVertexData(); InitFragmentData(); if(m_indexed_array.m_count) { switch(m_indexed_array.m_type) { case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32: glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_INT, nullptr); checkForGlError("glDrawElements #4"); break; case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16: glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_SHORT, nullptr); checkForGlError("glDrawElements #2"); break; default: ConLog.Error("Bad indexed array type (%d)", m_indexed_array.m_type); break; } DisableVertexData(); m_indexed_array.Reset(); } if(m_draw_array_count) { //ConLog.Warning("glDrawArrays(%d,%d,%d)", m_draw_mode - 1, m_draw_array_first, m_draw_array_count); glDrawArrays(m_draw_mode - 1, 0, m_draw_array_count); checkForGlError("glDrawArrays"); DisableVertexData(); } if (Ini.GSDumpColorBuffers.GetValue()) { WriteColorBuffers(); } }
void GLGSRender::ExecCMD() { if(!LoadProgram()) { ConLog.Error("LoadProgram failed."); Emu.Pause(); return; } if(!m_fbo.IsCreated() || m_width != last_width || m_height != last_height || last_depth_format != m_surface_depth_format) { ConLog.Warning("New FBO (%dx%d)", m_width, m_height); last_width = m_width; last_height = m_height; last_depth_format = m_surface_depth_format; m_fbo.Create(); checkForGlError("m_fbo.Create"); m_fbo.Bind(); m_rbo.Create(4 + 1); checkForGlError("m_rbo.Create"); for(int i=0; i<4; ++i) { m_rbo.Bind(i); m_rbo.Storage(GL_RGBA, m_width, m_height); checkForGlError("m_rbo.Storage(GL_RGBA)"); } m_rbo.Bind(4); switch(m_surface_depth_format) { case 1: m_rbo.Storage(GL_DEPTH_COMPONENT16, m_width, m_height); checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT16)"); break; case 2: m_rbo.Storage(GL_DEPTH24_STENCIL8, m_width, m_height); checkForGlError("m_rbo.Storage(GL_DEPTH24_STENCIL8)"); break; default: ConLog.Error("Bad depth format! (%d)", m_surface_depth_format); assert(0); break; } for(int i=0; i<4; ++i) { m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT0 + i, m_rbo.GetId(i)); checkForGlError(wxString::Format("m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT%d)", i)); } m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4)); checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)"); if(m_surface_depth_format == 2) { m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4)); checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)"); } } if(!m_set_surface_clip_horizontal) { m_surface_clip_x = 0; m_surface_clip_w = m_width; } if(!m_set_surface_clip_vertical) { m_surface_clip_y = 0; m_surface_clip_h = m_height; } m_fbo.Bind(); if(Ini.GSDumpDepthBuffer.GetValue()) WriteDepthBuffer(); static const GLenum draw_buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; switch(m_surface_colour_target) { case 0x0: break; case 0x1: glDrawBuffer(draw_buffers[0]); break; case 0x2: glDrawBuffer(draw_buffers[1]); break; case 0x13: glDrawBuffers(2, draw_buffers); break; case 0x17: glDrawBuffers(3, draw_buffers); break; case 0x1f: glDrawBuffers(4, draw_buffers); break; default: ConLog.Error("Bad surface colour target: %d", m_surface_colour_target); break; } if(m_set_color_mask) { glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a); checkForGlError("glColorMask"); } if(m_set_viewport_horizontal && m_set_viewport_vertical) { glViewport(m_viewport_x, m_height-m_viewport_y-m_viewport_h, m_viewport_w, m_viewport_h); checkForGlError("glViewport"); } if(m_set_scissor_horizontal && m_set_scissor_vertical) { glScissor(m_scissor_x, m_height-m_scissor_y-m_scissor_h, m_scissor_w, m_scissor_h); checkForGlError("glScissor"); } if(m_clear_surface_mask) { GLbitfield f = 0; if (m_clear_surface_mask & 0x1) { glClearDepth(m_clear_surface_z / (float)0xffffff); f |= GL_DEPTH_BUFFER_BIT; } if (m_clear_surface_mask & 0x2) { glClearStencil(m_clear_surface_s); f |= GL_STENCIL_BUFFER_BIT; } if (m_clear_surface_mask & 0xF0) { glClearColor( m_clear_surface_color_r / 255.0f, m_clear_surface_color_g / 255.0f, m_clear_surface_color_b / 255.0f, m_clear_surface_color_a / 255.0f); f |= GL_COLOR_BUFFER_BIT; } glClear(f); } if(m_set_front_polygon_mode) { glPolygonMode(GL_FRONT, m_front_polygon_mode); checkForGlError("glPolygonMode"); } Enable(m_depth_test_enable, GL_DEPTH_TEST); Enable(m_set_alpha_test, GL_ALPHA_TEST); Enable(m_set_depth_bounds_test, GL_DEPTH_CLAMP); Enable(m_set_blend, GL_BLEND); Enable(m_set_logic_op, GL_LOGIC_OP); Enable(m_set_cull_face_enable, GL_CULL_FACE); Enable(m_set_dither, GL_DITHER); Enable(m_set_stencil_test, GL_STENCIL_TEST); Enable(m_set_line_smooth, GL_LINE_SMOOTH); Enable(m_set_poly_smooth, GL_POLYGON_SMOOTH); if(m_set_clip_plane) { Enable(m_clip_plane_0, GL_CLIP_PLANE0); Enable(m_clip_plane_1, GL_CLIP_PLANE1); Enable(m_clip_plane_2, GL_CLIP_PLANE2); Enable(m_clip_plane_3, GL_CLIP_PLANE3); Enable(m_clip_plane_4, GL_CLIP_PLANE4); Enable(m_clip_plane_5, GL_CLIP_PLANE5); checkForGlError("m_set_clip_plane"); } checkForGlError("glEnable"); if(m_set_two_sided_stencil_test_enable) { if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass) { glStencilOpSeparate(GL_FRONT, m_stencil_fail, m_stencil_zfail, m_stencil_zpass); checkForGlError("glStencilOpSeparate"); } if(m_set_stencil_mask) { glStencilMaskSeparate(GL_FRONT, m_stencil_mask); checkForGlError("glStencilMaskSeparate"); } if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask) { glStencilFuncSeparate(GL_FRONT, m_stencil_func, m_stencil_func_ref, m_stencil_func_mask); checkForGlError("glStencilFuncSeparate"); } if(m_set_back_stencil_fail && m_set_back_stencil_zfail && m_set_back_stencil_zpass) { glStencilOpSeparate(GL_BACK, m_back_stencil_fail, m_back_stencil_zfail, m_back_stencil_zpass); checkForGlError("glStencilOpSeparate(GL_BACK)"); } if(m_set_back_stencil_mask) { glStencilMaskSeparate(GL_BACK, m_back_stencil_mask); checkForGlError("glStencilMaskSeparate(GL_BACK)"); } if(m_set_back_stencil_func && m_set_back_stencil_func_ref && m_set_back_stencil_func_mask) { glStencilFuncSeparate(GL_BACK, m_back_stencil_func, m_back_stencil_func_ref, m_back_stencil_func_mask); checkForGlError("glStencilFuncSeparate(GL_BACK)"); } } else { if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass) { glStencilOp(m_stencil_fail, m_stencil_zfail, m_stencil_zpass); checkForGlError("glStencilOp"); } if(m_set_stencil_mask) { glStencilMask(m_stencil_mask); checkForGlError("glStencilMask"); } if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask) { glStencilFunc(m_stencil_func, m_stencil_func_ref, m_stencil_func_mask); checkForGlError("glStencilFunc"); } } if(m_set_shade_mode) { glShadeModel(m_shade_mode); checkForGlError("glShadeModel"); } if(m_set_depth_mask) { glDepthMask(m_depth_mask); checkForGlError("glDepthMask"); } if(m_set_depth_func) { glDepthFunc(m_depth_func); checkForGlError("glDepthFunc"); } if(m_set_clip) { glDepthRangef(m_clip_min, m_clip_max); checkForGlError("glDepthRangef"); } if(m_set_line_width) { glLineWidth(m_line_width / 255.f); checkForGlError("glLineWidth"); } if(m_set_blend_equation) { glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha); checkForGlError("glBlendEquationSeparate"); } if(m_set_blend_sfactor && m_set_blend_dfactor) { glBlendFuncSeparate(m_blend_sfactor_rgb, m_blend_dfactor_rgb, m_blend_sfactor_alpha, m_blend_dfactor_alpha); checkForGlError("glBlendFuncSeparate"); } if(m_set_blend_color) { glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a); checkForGlError("glBlendColor"); } if(m_set_cull_face) { glCullFace(m_cull_face); checkForGlError("glCullFace"); } if(m_set_alpha_func && m_set_alpha_ref) { glAlphaFunc(m_alpha_func, m_alpha_ref); checkForGlError("glAlphaFunc"); } if(m_set_fog_mode) { glFogi(GL_FOG_MODE, m_fog_mode); checkForGlError("glFogi(GL_FOG_MODE)"); } if(m_set_fog_params) { glFogf(GL_FOG_START, m_fog_param0); checkForGlError("glFogf(GL_FOG_START)"); glFogf(GL_FOG_END, m_fog_param1); checkForGlError("glFogf(GL_FOG_END)"); } if(m_indexed_array.m_count && m_draw_array_count) { ConLog.Warning("m_indexed_array.m_count && draw_array_count"); } for(u32 i=0; i<m_textures_count; ++i) { if(!m_textures[i].IsEnabled()) continue; glActiveTexture(GL_TEXTURE0 + i); checkForGlError("glActiveTexture"); m_gl_textures[i].Create(); m_gl_textures[i].Bind(); checkForGlError(wxString::Format("m_gl_textures[%d].Bind", i)); m_program.SetTex(i); m_gl_textures[i].Init(m_textures[i]); checkForGlError(wxString::Format("m_gl_textures[%d].Init", i)); } m_vao.Bind(); if(m_indexed_array.m_count) { LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1); } EnableVertexData(m_indexed_array.m_count ? true : false); InitVertexData(); InitFragmentData(); if(m_indexed_array.m_count) { switch(m_indexed_array.m_type) { case 0: glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_INT, nullptr); checkForGlError("glDrawElements #4"); break; case 1: glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_SHORT, nullptr); checkForGlError("glDrawElements #2"); break; default: ConLog.Error("Bad indexed array type (%d)", m_indexed_array.m_type); break; } DisableVertexData(); m_indexed_array.Reset(); } if(m_draw_array_count) { glDrawArrays(m_draw_mode - 1, 0, m_draw_array_count); checkForGlError("glDrawArrays"); DisableVertexData(); m_draw_array_count = 0; } if(Ini.GSDumpColorBuffers.GetValue()) WriteBuffers(); }