Fix glInvalidateFramebuffer in EmuScreen.

This commit is contained in:
Unknown W. Brackets 2015-03-14 16:01:43 -07:00
parent 7e0489c83e
commit 2b0e0c547d

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@ -851,8 +851,8 @@ void EmuScreen::render() {
#ifdef USING_GLES2
// We have no use for backbuffer depth or stencil, so let tiled renderers discard them after tiling.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
GLenum attachments[3] = { GL_DEPTH, GL_STENCIL };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
GLenum attachments[2] = { GL_DEPTH, GL_STENCIL };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
} else if (!gl_extensions.GLES3) {
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO