GLES: Bind texture on MakePixelTexture().
This is currently necessary because callers expect it. Also, move inside render passes.
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2 changed files with 5 additions and 2 deletions
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@ -719,8 +719,6 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
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float u0 = 0.0f, u1 = 1.0f;
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float v0 = 0.0f, v1 = 1.0f;
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height, u1, v1);
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if (useBufferedRendering_ && vfb && vfb->fbo) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
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@ -736,6 +734,8 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
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}
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DisableState();
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height, u1, v1);
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DrawTextureFlags flags = (vfb || g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
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Bind2DShader();
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DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
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