Fix postprocessing shaders on Tegra

This commit is contained in:
Henrik Rydgard 2013-10-22 15:54:53 +02:00
parent 7fd6a7e06b
commit 726de7086d

View File

@ -401,7 +401,7 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
if (texture) {
// We know the texture, we can do a DrawTexture shortcut on nvidia.
#if defined(USING_GLES2) && !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY)
if (gl_extensions.NV_draw_texture) {
if (gl_extensions.NV_draw_texture && !program) {
// Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems glew doesn't have a clue.
// Actually, on Desktop we should just use glBlitFramebuffer.
glDrawTextureNV(texture, 0,
@ -423,11 +423,11 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
const float texCoords[8] = {0,v1, u2,v1, u2,v2, 0,v2};
const GLubyte indices[4] = {0,1,3,2};
if (!draw2dprogram_) {
CompileDraw2DProgram();
}
if (!program) {
if (!draw2dprogram_) {
CompileDraw2DProgram();
}
program = draw2dprogram_;
}