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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301073334a
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1 changed files with 6 additions and 16 deletions
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@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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OpenGLState state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = state;
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
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OpenGLState state;
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// components
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state.ResetTexture(src_tex);
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state.ResetTexture(dst_tex);
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.Apply();
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state.Apply();
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@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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static bool FillSurface(const Surface& surface, const u8* fill_data,
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static bool FillSurface(const Surface& surface, const u8* fill_data,
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const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) {
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const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) {
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OpenGLState state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = state;
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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state.ResetTexture(surface->texture.handle);
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OpenGLState state;
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state.scissor.enabled = true;
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state.scissor.enabled = true;
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state.scissor.x = static_cast<GLint>(fill_rect.left);
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state.scissor.x = static_cast<GLint>(fill_rect.left);
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state.scissor.y = static_cast<GLint>(fill_rect.bottom);
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state.scissor.y = static_cast<GLint>(fill_rect.bottom);
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@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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u32 scaled_size = cube.res_scale * config.width;
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u32 scaled_size = cube.res_scale * config.width;
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OpenGLState state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = state;
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = read_framebuffer.handle;
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state.draw.read_framebuffer = read_framebuffer.handle;
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state.draw.draw_framebuffer = draw_framebuffer.handle;
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state.draw.draw_framebuffer = draw_framebuffer.handle;
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state.ResetTexture(cube.texture.handle);
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state.ResetTexture(cube.texture.handle);
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