Move GL sampler state tracking into GLRenderManager/QueueRunner.
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5c7c7ce192
6 changed files with 72 additions and 38 deletions
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@ -1965,6 +1965,8 @@ bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32
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}
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// No need to free on failure, that's the caller's job (it likely will reuse a buffer.)
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bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w);
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// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
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RebindFramebuffer();
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return retval;
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