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gl_rasterizer_cache: Use clean state for glBlitFramebuffer.

Framebuffer blits depends on pixel tests:
Ownership (is fine)
Scissor (is broken on the last commit)
Masking (is broken on master for a while)

So let's be honest and start with a clean state in
those helper functions.
This commit is contained in:
Markus Wick 2018-05-09 09:02:41 +02:00
parent 301073334a
commit 8e1e52cad9
1 changed files with 6 additions and 16 deletions

View File

@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
GLuint read_fb_handle, GLuint draw_fb_handle) {
OpenGLState state = OpenGLState::GetCurState();
OpenGLState prev_state = state;
OpenGLState prev_state = OpenGLState::GetCurState();
SCOPE_EXIT({ prev_state.Apply(); });
// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
// components
state.ResetTexture(src_tex);
state.ResetTexture(dst_tex);
OpenGLState state;
state.draw.read_framebuffer = read_fb_handle;
state.draw.draw_framebuffer = draw_fb_handle;
state.Apply();
@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
static bool FillSurface(const Surface& surface, const u8* fill_data,
const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) {
OpenGLState state = OpenGLState::GetCurState();
OpenGLState prev_state = state;
OpenGLState prev_state = OpenGLState::GetCurState();
SCOPE_EXIT({ prev_state.Apply(); });
state.ResetTexture(surface->texture.handle);
OpenGLState state;
state.scissor.enabled = true;
state.scissor.x = static_cast<GLint>(fill_rect.left);
state.scissor.y = static_cast<GLint>(fill_rect.bottom);
@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
u32 scaled_size = cube.res_scale * config.width;
OpenGLState state = OpenGLState::GetCurState();
OpenGLState prev_state = state;
OpenGLState prev_state = OpenGLState::GetCurState();
SCOPE_EXIT({ prev_state.Apply(); });
OpenGLState state;
state.draw.read_framebuffer = read_framebuffer.handle;
state.draw.draw_framebuffer = draw_framebuffer.handle;
state.ResetTexture(cube.texture.handle);