ref: 64f2a78279e01e4178e7af4700e0240406c51221
parent: fc0653e5aaefc94f4c610cfb5d4370cd0db6b039
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Aug 10 15:23:29 EDT 2019
OpenGL: Remove SetFramebufferTarget It's causing state conflicts in the enhanced branch. Also, with the new vertex batching, state changes are minimised, so this function is redundant.
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -224,18 +224,6 @@
return program_id;
}
-static void SetFramebufferTarget(Backend_Surface *surface)
-{
- static Backend_Surface *last_framebuffer_target;
-
- if (surface != last_framebuffer_target)
- {
- last_framebuffer_target = surface;
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
- glViewport(0, 0, surface->width, surface->height);
- }
-}
-
static VertexBufferSlot* GetVertexBufferSlot(void)
{
static unsigned long max_slots = 0;
@@ -522,7 +510,8 @@
last_destination_surface = destination_surface;
// Point our framebuffer to the destination texture
- SetFramebufferTarget(destination_surface);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
+ glViewport(0, 0, destination_surface->width, destination_surface->height);
// Switch to colour-key shader if we have to
glUseProgram(colour_key ? program_texture_colour_key : program_texture);
@@ -610,7 +599,8 @@
last_blue = blue;
// Point our framebuffer to the destination texture
- SetFramebufferTarget(surface);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
+ glViewport(0, 0, surface->width, surface->height);
glUseProgram(program_colour_fill);
@@ -774,7 +764,8 @@
}
// Point our framebuffer to the destination texture
- SetFramebufferTarget(surface);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
+ glViewport(0, 0, surface->width, surface->height);
glEnable(GL_BLEND);