Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
Not actually useful since our framebuffer objects don't support multiple color images, and probably won't ever need to.
This commit is contained in:
parent
1e343370ae
commit
90d395a10d
13 changed files with 30 additions and 29 deletions
|
@ -1168,15 +1168,15 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
|
|||
copyInfo.fbo = renderCopy;
|
||||
CopyFramebufferForColorTexture(©Info, framebuffer, flags);
|
||||
RebindFramebuffer("After BindFramebufferAsColorTexture");
|
||||
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
|
||||
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT);
|
||||
gpuStats.numCopiesForSelfTex++;
|
||||
} else {
|
||||
// Failed to get temp FBO? Weird.
|
||||
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
||||
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT);
|
||||
}
|
||||
return true;
|
||||
} else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) {
|
||||
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
||||
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT);
|
||||
return true;
|
||||
} else {
|
||||
ERROR_LOG_REPORT_ONCE(selfTextureFail, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
|
||||
|
@ -3022,7 +3022,7 @@ void FramebufferManagerCommon::BlitUsingRaster(
|
|||
draw_->BindTexture(0, nullptr);
|
||||
// This will get optimized away in case it's already bound (in VK and GL at least..)
|
||||
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag ? tag : "BlitUsingRaster");
|
||||
draw_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
|
||||
draw_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT);
|
||||
|
||||
if (destX1 == 0.0f && destY1 == 0.0f && destX2 >= destW && destY2 >= destH) {
|
||||
// We overwrite the whole channel of the framebuffer, so we can invalidate the current contents.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue