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Build fix
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@ -962,14 +962,13 @@ void FramebufferManager::BindFramebufferDepth(VirtualFramebuffer *sourceframebuf
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// Let's only do this if not clearing.
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if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) {
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fbo_bind_for_read(sourceframebuffer->fbo);
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if (gl_extensions.GLES3) {
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glBlitFramebuffer(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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#if defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
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else if (gl_extensions.NV_framebuffer_blit) {
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#if defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
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if (gl_extensions.NV_framebuffer_blit) {
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glBlitFramebufferNV(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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#endif
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} else
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#endif // defined(ANDROID)
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glBlitFramebuffer(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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// If we set targetframebuffer->depthUpdated here, our optimization above would be pointless.
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}
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#endif
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@ -1010,15 +1009,13 @@ void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer) {
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glViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight);
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fbo_bind_for_read(framebuffer->fbo);
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if (gl_extensions.GLES3) {
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glBlitFramebuffer(0, 0, framebuffer->renderWidth, framebuffer->renderHeight, 0, 0, framebuffer->renderWidth, framebuffer->renderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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#if defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
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else if (gl_extensions.NV_framebuffer_blit) {
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glBlitFramebufferNV(0, 0, framebuffer->renderWidth, framebuffer->renderHeight, 0, 0, framebuffer->renderWidth, framebuffer->renderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST)
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}
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if (gl_extensions.NV_framebuffer_blit) {
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glBlitFramebufferNV(0, 0, framebuffer->renderWidth, framebuffer->renderHeight, 0, 0, framebuffer->renderWidth, framebuffer->renderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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} else
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#endif // defined(ANDROID)
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glBlitFramebuffer(0, 0, framebuffer->renderWidth, framebuffer->renderHeight, 0, 0, framebuffer->renderWidth, framebuffer->renderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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fbo_bind_as_render_target(currentRenderVfb_->fbo);
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fbo_bind_color_as_texture(renderCopy, 0);
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#endif
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