From 2b0e0c547d55f18067d3273eaccaef26ed663e9b Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sat, 14 Mar 2015 16:01:43 -0700 Subject: [PATCH] Fix glInvalidateFramebuffer in EmuScreen. --- UI/EmuScreen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index 06e7fa02b..6b35c81d7 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -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