Invalidate buffers after using for post shaders.

This commit is contained in:
Unknown W. Brackets 2015-03-14 16:16:05 -07:00
parent e7b830ff61
commit 0f38a1f459

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@ -1115,7 +1115,6 @@ void FramebufferManager::CopyDisplayToOutput() {
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
// and to discard extraFBOs_ after using them.
const float u0 = offsetX / (float)vfb->bufferWidth;
const float v0 = offsetY / (float)vfb->bufferHeight;
@ -1167,6 +1166,12 @@ void FramebufferManager::CopyDisplayToOutput() {
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
fbo_bind_as_render_target(extraFBOs_[0]);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
} else {
if (g_Config.bEnableCardboard) {
// Left Eye Image