mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: always read the first attachment of the fbo
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cb6e8a7d6a
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4e2e9aa56c
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@ -217,6 +217,7 @@ namespace Emulate_DSA {
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void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) {
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gl_BindFramebuffer(fb_target, framebuffer);
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glReadBuffer(src);
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gl_BindFramebuffer(fb_target, 0);
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}
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GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) {
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@ -200,6 +200,8 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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gl_GenFramebuffers(1, &m_fbo);
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gl_GenFramebuffers(1, &m_fbo_read);
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// Always read from the first buffer
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gl_NamedFramebufferReadBuffer(m_fbo_read, GL_COLOR_ATTACHMENT0);
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// ****************************************************************
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// Vertex buffer state
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@ -688,7 +690,6 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sid, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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gl_CopyTextureSubImage2D(did, GL_TEX_LEVEL_0, r.x, r.y, r.x, r.y, r.width(), r.height());
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@ -349,7 +349,6 @@ bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
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// Bind the texture to the read framebuffer to avoid any disturbance
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gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
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glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, PboPool::m_gpu_texture);
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@ -552,8 +551,6 @@ bool GSTextureOGL::Save(const string& fn, bool dds)
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bool status = true;
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if (IsBackbuffer()) {
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//glReadBuffer(GL_BACK);
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//gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
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} else if(IsDss()) {
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gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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@ -574,7 +571,6 @@ bool GSTextureOGL::Save(const string& fn, bool dds)
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gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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if (m_format == GL_RGBA8)
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
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else if (m_format == GL_R16UI)
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