diff --git a/src/gSP.cpp b/src/gSP.cpp index 63c0df44..ff84a765 100644 --- a/src/gSP.cpp +++ b/src/gSP.cpp @@ -2058,17 +2058,19 @@ void _copyDepthBuffer() // OpenGL has different format for color and depth buffers, so this trick can't be performed directly // To do that, depth buffer with address of current color buffer created and attached to the current FBO // It will be copy depth buffer - depthBufferList().saveBuffer(gDP.colorImage.address); + DepthBufferList & dbList = depthBufferList(); + dbList.saveBuffer(gDP.colorImage.address); // Take any frame buffer and attach source depth buffer to it, to blit it into copy depth buffer - FrameBuffer * pTmpBuffer = frameBufferList().findTmpBuffer(frameBufferList().getCurrent()->m_startAddress); + FrameBufferList & fbList = frameBufferList(); + FrameBuffer * pTmpBuffer = fbList.findTmpBuffer(fbList.getCurrent()->m_startAddress); if (pTmpBuffer == NULL) return; - DepthBuffer * pCopyBufferDepth = depthBufferList().findBuffer(gSP.bgImage.address); + DepthBuffer * pCopyBufferDepth = dbList.findBuffer(gSP.bgImage.address); if (pCopyBufferDepth == NULL) return; glBindFramebuffer(GL_READ_FRAMEBUFFER, pTmpBuffer->m_FBO); pCopyBufferDepth->setDepthAttachment(GL_READ_FRAMEBUFFER); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbList.getCurrent()->m_FBO); OGLVideo & ogl = video(); glBlitFramebuffer( 0, 0, ogl.getWidth(), ogl.getHeight(), @@ -2080,7 +2082,7 @@ void _copyDepthBuffer() pTmpBuffer->m_pDepthBuffer->setDepthAttachment(GL_READ_FRAMEBUFFER); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); // Set back current depth buffer - depthBufferList().saveBuffer(gDP.depthImageAddress); + dbList.saveBuffer(gDP.depthImageAddress); } #endif // GLES2