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Use direct texture conversions to lower cpu usage
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@@ -432,13 +432,30 @@ std::string WindowScreen::title_factory() {
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return title;
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}
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// These values may be undefined under Windows...
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#ifndef GL_BGR
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#define GL_BGR 0x80e0
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#endif
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#ifndef GL_UNSIGNED_SHORT_5_6_5_REV
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#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
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#endif
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void WindowScreen::update_texture() {
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unsigned int m_texture = this->in_tex.getNativeHandle();
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if (this->saved_buf && m_texture)
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{
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// Copy pixels from the given array to the texture
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(0), static_cast<GLint>(0), static_cast<GLsizei>(this->capture_status->device.width), static_cast<GLsizei>(this->capture_status->device.height), GL_RGB, GL_UNSIGNED_BYTE, this->saved_buf);
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GLenum format = GL_RGB;
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GLenum type = GL_UNSIGNED_BYTE;
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if(this->capture_status->device.video_data_type == VIDEO_DATA_BGR)
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format = GL_BGR;
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if(this->capture_status->device.video_data_type == VIDEO_DATA_BGR16) {
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_6_5_REV;
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(0), static_cast<GLint>(0), static_cast<GLsizei>(this->capture_status->device.width), static_cast<GLsizei>(this->capture_status->device.height), format, type, this->saved_buf);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// Force an OpenGL flush, so that the texture data will appear updated
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