OpenGL Renderer: Fix bug where clear images were Y-flipped. (Regression from commit 3db6d56.)
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8197174d69
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@ -4729,17 +4729,17 @@ Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuf
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{
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glReadBuffer(OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID);
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glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
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glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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// Blit the color buffer. Do this last so that color attachment 0 is set to the read FBO.
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glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
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glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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else
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{
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glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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if (this->_enableMultisampledRendering)
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@ -401,7 +401,7 @@ out vec2 texCoord;\n\
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\n\
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void main()\n\
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{\n\
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texCoord = vec2(inTexCoord0.x, 1.0 - inTexCoord0.y);\n\
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texCoord = inTexCoord0;\n\
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gl_Position = vec4(inPosition, 0.0, 1.0);\n\
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}\n\
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"};
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@ -2966,13 +2966,13 @@ Render3DError OpenGLRenderer_3_2::ClearUsingImage(const u16 *__restrict colorBuf
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// Blit the fog buffer
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glReadBuffer(OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID);
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glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
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glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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// Blit the color and depth/stencil buffers. Do this last so that color attachment 0 is set to the read FBO.
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glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
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glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
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glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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if (this->_enableMultisampledRendering)
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{
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