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yuzu-mainline
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Merge pull request #2928 from huwpascoe/master

Fixed framebuffer warning
This commit is contained in:
Yuri Kunde Schlesner 2017-09-22 04:06:38 +02:00 committed by GitHub
commit a7758b0b36
1 changed files with 18 additions and 7 deletions

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@ -237,13 +237,24 @@ void RasterizerOpenGL::DrawTriangles() {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color_surface != nullptr ? color_surface->texture.handle : 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
bool has_stencil =
regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
glFramebufferTexture2D(
GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
if (depth_surface != nullptr) {
if (regs.framebuffer.framebuffer.depth_format ==
Pica::FramebufferRegs::DepthFormat::D24S8) {
// 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);
}
// Sync the viewport
// These registers hold half-width and half-height, so must be multiplied by 2