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GL: Fix inconsistency with BindFramebufferColor
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@ -493,7 +493,7 @@ void FramebufferManagerGLES::BlitFramebufferDepth(VirtualFramebuffer *src, Virtu
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}
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}
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void FramebufferManagerGLES::BindFramebufferColor(int stage, u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags) {
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void FramebufferManagerGLES::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (framebuffer == NULL) {
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framebuffer = currentRenderVfb_;
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}
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@ -510,7 +510,7 @@ void FramebufferManagerGLES::BindFramebufferColor(int stage, u32 fbRawAddress, V
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if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
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skipCopy = true;
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}
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if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == fbRawAddress) {
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if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
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if (renderCopy) {
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@ -77,7 +77,7 @@ public:
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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// For use when texturing from a framebuffer. May create a duplicate if target.
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void BindFramebufferColor(int stage, u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags);
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void BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags);
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// Reads a rectangular subregion of a framebuffer to the right position in its backing memory.
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
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@ -380,7 +380,7 @@ void DrawEngineGLES::ApplyDrawStateLate() {
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if (!gstate.isModeClear()) {
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if (fboTexNeedBind_) {
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// Note that this is positions, not UVs, that we need the copy from.
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framebufferManager_->BindFramebufferColor(GL_TEXTURE1, gstate.getFrameBufRawAddress(), nullptr, BINDFBCOLOR_MAY_COPY);
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framebufferManager_->BindFramebufferColor(1, nullptr, BINDFBCOLOR_MAY_COPY);
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framebufferManager_->RebindFramebuffer();
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glActiveTexture(GL_TEXTURE1);
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@ -625,7 +625,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
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glBindTexture(GL_TEXTURE_2D, clutTexture);
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glActiveTexture(GL_TEXTURE0);
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framebufferManagerGL_->BindFramebufferColor(GL_TEXTURE0, gstate.getFrameBufRawAddress(), framebuffer, BINDFBCOLOR_SKIP_COPY);
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framebufferManagerGL_->BindFramebufferColor(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -642,7 +642,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
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} else {
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entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
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framebufferManagerGL_->BindFramebufferColor(GL_TEXTURE0, gstate.getFrameBufRawAddress(), framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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framebufferManagerGL_->BindFramebufferColor(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
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gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
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