OpenGL Renderer: Tighten up some code related to clear image.
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@ -2856,8 +2856,8 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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}
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// Assign the default read/draw buffers.
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glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
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glDrawBuffer(GL_NONE);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderMutableID);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_COLOROUT_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texGColorID, 0);
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@ -4804,7 +4804,7 @@ Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuf
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if (this->_enableMultisampledRendering)
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{
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboRenderMutableID);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderMutableID);
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// See above comment for why we need to get clear the stencil buffer separately.
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@ -1068,8 +1068,8 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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}
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// Assign the default read/draw buffers.
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glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
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glDrawBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboRenderMutableID);
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glFramebufferTexture2D(GL_FRAMEBUFFER, OGL_COLOROUT_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texGColorID, 0);
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@ -2890,7 +2890,7 @@ Render3DError OpenGLRenderer_3_2::ClearUsingImage(const u16 *__restrict colorBuf
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if (this->_enableMultisampledRendering)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, OGLRef.fboRenderID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, OGLRef.fboRenderMutableID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderMutableID);
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if (this->_emulateDepthLEqualPolygonFacing)
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