Drop stencil for now in HW render context.
Doesn't seem to work reliably anyways.
This commit is contained in:
parent
248e3ddfe6
commit
52edca883e
18
gfx/gl.c
18
gfx/gl.c
|
@ -744,7 +744,6 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
|
||||||
pglGenFramebuffers(TEXTURES, gl->hw_render_fbo);
|
pglGenFramebuffers(TEXTURES, gl->hw_render_fbo);
|
||||||
|
|
||||||
bool depth = g_extern.system.hw_render_callback.depth;
|
bool depth = g_extern.system.hw_render_callback.depth;
|
||||||
bool stencil = g_extern.system.hw_render_callback.stencil;
|
|
||||||
|
|
||||||
if (depth)
|
if (depth)
|
||||||
{
|
{
|
||||||
|
@ -752,12 +751,6 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
|
||||||
gl->hw_render_depth_init = true;
|
gl->hw_render_depth_init = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (stencil)
|
|
||||||
{
|
|
||||||
pglGenRenderbuffers(TEXTURES, gl->hw_render_stencil);
|
|
||||||
gl->hw_render_stencil_init = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (unsigned i = 0; i < TEXTURES; i++)
|
for (unsigned i = 0; i < TEXTURES; i++)
|
||||||
{
|
{
|
||||||
pglBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
|
pglBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
|
||||||
|
@ -772,15 +765,6 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
|
||||||
GL_RENDERBUFFER, gl->hw_render_depth[i]);
|
GL_RENDERBUFFER, gl->hw_render_depth[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (stencil)
|
|
||||||
{
|
|
||||||
pglBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_stencil[i]);
|
|
||||||
pglRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8,
|
|
||||||
width, height);
|
|
||||||
pglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
|
|
||||||
GL_RENDERBUFFER, gl->hw_render_stencil[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
|
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||||
{
|
{
|
||||||
|
@ -1664,8 +1648,6 @@ static void gl_free(void *data)
|
||||||
pglDeleteFramebuffers(TEXTURES, gl->hw_render_fbo);
|
pglDeleteFramebuffers(TEXTURES, gl->hw_render_fbo);
|
||||||
if (gl->hw_render_depth)
|
if (gl->hw_render_depth)
|
||||||
pglDeleteRenderbuffers(TEXTURES, gl->hw_render_depth);
|
pglDeleteRenderbuffers(TEXTURES, gl->hw_render_depth);
|
||||||
if (gl->hw_render_stencil)
|
|
||||||
pglDeleteRenderbuffers(TEXTURES, gl->hw_render_stencil);
|
|
||||||
gl->hw_render_fbo_init = false;
|
gl->hw_render_fbo_init = false;
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -245,10 +245,8 @@ typedef struct gl
|
||||||
|
|
||||||
GLuint hw_render_fbo[TEXTURES];
|
GLuint hw_render_fbo[TEXTURES];
|
||||||
GLuint hw_render_depth[TEXTURES];
|
GLuint hw_render_depth[TEXTURES];
|
||||||
GLuint hw_render_stencil[TEXTURES];
|
|
||||||
bool hw_render_fbo_init;
|
bool hw_render_fbo_init;
|
||||||
bool hw_render_depth_init;
|
bool hw_render_depth_init;
|
||||||
bool hw_render_stencil_init;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
bool should_resize;
|
bool should_resize;
|
||||||
|
|
|
@ -466,7 +466,6 @@ struct retro_hw_render_callback
|
||||||
retro_hw_get_current_framebuffer_t get_current_framebuffer; // Set by frontend.
|
retro_hw_get_current_framebuffer_t get_current_framebuffer; // Set by frontend.
|
||||||
retro_hw_get_proc_address_t get_proc_address; // Set by frontend.
|
retro_hw_get_proc_address_t get_proc_address; // Set by frontend.
|
||||||
bool depth; // Set if render buffers should have depth component attached.
|
bool depth; // Set if render buffers should have depth component attached.
|
||||||
bool stencil; // Set if render buffers should have stencil component attached.
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// Callback type passed in RETRO_ENVIRONMENT_SET_KEYBOARD_CALLBACK. Called by the frontend in response to keyboard events.
|
// Callback type passed in RETRO_ENVIRONMENT_SET_KEYBOARD_CALLBACK. Called by the frontend in response to keyboard events.
|
||||||
|
|
Loading…
Reference in New Issue