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Merge pull request #2928 from huwpascoe/master

Fixed framebuffer warning
Yuri Kunde Schlesner 8 лет назад
Родитель
Сommit
a7758b0b36
1 измененных файлов с 18 добавлено и 7 удалено
  1. 18 7
      src/video_core/renderer_opengl/gl_rasterizer.cpp

+ 18 - 7
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -237,13 +237,24 @@ void RasterizerOpenGL::DrawTriangles() {
 
 
     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                            color_surface != nullptr ? color_surface->texture.handle : 0, 0);
                            color_surface != nullptr ? color_surface->texture.handle : 0, 0);
-    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
-                           depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
-    bool has_stencil =
-        regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
-    glFramebufferTexture2D(
-        GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
-        (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
+    if (depth_surface != nullptr) {
+        if (regs.framebuffer.framebuffer.depth_format ==
+            Pica::FramebufferRegs::DepthFormat::D24S8) {
+            // attach both depth and stencil
+            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+                                   depth_surface->texture.handle, 0);
+        } else {
+            // attach depth
+            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+                                   depth_surface->texture.handle, 0);
+            // clear stencil attachment
+            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+        }
+    } else {
+        // clear both depth and stencil attachment
+        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
+                               0);
+    }
 
 
     // Sync the viewport
     // Sync the viewport
     // These registers hold half-width and half-height, so must be multiplied by 2
     // These registers hold half-width and half-height, so must be multiplied by 2