OpenGL ES Renderer: Fix a bug where RGBA6665 color output would fail. (Regression from commit de9fc5a.)
- Also update some comments.
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de9fc5ab75
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@ -315,7 +315,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUBOSize);
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this->_is64kUBOSupported = (maxUBOSize >= 65536);
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// TBOs are only supported in ES 3.2.
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// TBOs are only supported in OpenGL ES 3.2.
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this->_isTBOSupported = IsOpenGLDriverVersionSupported(3, 2, 0);
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// Fixed locations in shaders are supported in ES 3.0 by default.
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@ -325,7 +325,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyOGL);
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this->_deviceInfo.maxAnisotropy = (float)maxAnisotropyOGL;
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// OpenGL ES 3.0 needs to look up the best format and data type for glReadPixels.
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// OpenGL ES 3.0 should be able to handle the GL_RGBA format in glReadPixels without any performance penalty.
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OGLRef.readPixelsBestFormat = GL_RGBA;
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OGLRef.readPixelsBestDataType = GL_UNSIGNED_BYTE;
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@ -345,7 +345,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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// OpenGL ES v3.0 should have all the necessary features to be able to flip and convert the framebuffer.
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// OpenGL ES 3.0 should have all the necessary features to be able to flip and convert the framebuffer.
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this->willFlipAndConvertFramebufferOnGPU = true;
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this->_enableTextureSmoothing = CommonSettings.GFX3D_Renderer_TextureSmoothing;
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@ -414,7 +414,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
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this->isVAOSupported = true;
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this->CreateVAOs();
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// Load and create FBOs. Return on any error, since v3.2 Core Profile makes FBOs mandatory.
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// Load and create FBOs. Return on any error, since OpenGL ES 3.0 includes FBOs as core functionality.
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this->isFBOSupported = true;
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error = this->CreateFBOs();
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if (error != OGLERROR_NOERR)
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@ -957,7 +957,7 @@ Render3DError OpenGLESRenderer_3_0::CreateFramebufferOutput6665Program(const siz
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vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
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std::stringstream fsHeader;
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fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
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fsHeader << "#define OUT_COLOR layout (location = " << (OGL_WORKING_ATTACHMENT_ID - GL_COLOR_ATTACHMENT0) << ") out\n";
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std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString);
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std::string fragShaderCode = shaderHeader.str() + fsHeader.str() + std::string(fragShaderCString);
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