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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.
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					 1 changed files with 6 additions and 16 deletions
				
			
		|  | @ -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); | ||||
|  |  | |||
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