forked from eden-emu/eden
		
	gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function.
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					 2 changed files with 31 additions and 22 deletions
				
			
		|  | @ -263,28 +263,7 @@ void RasterizerOpenGL::DrawArrays() { | |||
|                                               surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
 | ||||
| 
 | ||||
|     // Bind the framebuffer surfaces
 | ||||
|     state.draw.draw_framebuffer = framebuffer.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | ||||
|                            color_surface != nullptr ? color_surface->texture.handle : 0, 0); | ||||
|     if (depth_surface != nullptr) { | ||||
|         if (has_stencil) { | ||||
|             // attach both depth and stencil
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, | ||||
|                                    depth_surface->texture.handle, 0); | ||||
|         } else { | ||||
|             // attach depth
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, | ||||
|                                    depth_surface->texture.handle, 0); | ||||
|             // clear stencil attachment
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); | ||||
|         } | ||||
|     } else { | ||||
|         // clear both depth and stencil attachment
 | ||||
|         glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, | ||||
|                                0); | ||||
|     } | ||||
|     BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); | ||||
| 
 | ||||
|     // Sync the viewport
 | ||||
|     SyncViewport(surfaces_rect, res_scale); | ||||
|  | @ -530,6 +509,32 @@ void main() { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, | ||||
|                                                const Surface& depth_surface, bool has_stencil) { | ||||
|     state.draw.draw_framebuffer = framebuffer.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | ||||
|                            color_surface != nullptr ? color_surface->texture.handle : 0, 0); | ||||
|     if (depth_surface != nullptr) { | ||||
|         if (has_stencil) { | ||||
|             // attach both depth and stencil
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, | ||||
|                                    depth_surface->texture.handle, 0); | ||||
|         } else { | ||||
|             // attach depth
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, | ||||
|                                    depth_surface->texture.handle, 0); | ||||
|             // clear stencil attachment
 | ||||
|             glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); | ||||
|         } | ||||
|     } else { | ||||
|         // clear both depth and stencil attachment
 | ||||
|         glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, | ||||
|                                0); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) { | ||||
|     const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; | ||||
|     const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()}; | ||||
|  |  | |||
|  | @ -87,6 +87,10 @@ public: | |||
| private: | ||||
|     struct SamplerInfo {}; | ||||
| 
 | ||||
|     /// Binds the framebuffer color and depth surface
 | ||||
|     void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface, | ||||
|                                  bool has_stencil); | ||||
| 
 | ||||
|     /// Syncs the viewport to match the guest state
 | ||||
|     void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale); | ||||
| 
 | ||||
|  |  | |||
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