mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Revert 263ddf4
because it does not work properly on old PC cards.
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parent
3e84decd03
commit
be6179cbcc
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@ -145,7 +145,11 @@ void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture
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#ifdef GL_MULTISAMPLING_SUPPORT
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if (_multisample) {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _pTexture->glName);
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#if defined(GLES3_1)
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.depthInternalFormat, _pTexture->realWidth, _pTexture->realHeight, false);
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#else
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.depthInternalFormat, _pTexture->realWidth, _pTexture->realHeight, false);
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#endif
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_pTexture->frameBufferTexture = CachedTexture::fbMultiSample;
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} else
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#endif // GL_MULTISAMPLING_SUPPORT
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@ -141,10 +141,17 @@ void FrameBuffer::init(u32 _address, u32 _endAddress, u16 _format, u16 _size, u1
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#ifdef GL_MULTISAMPLING_SUPPORT
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if (config.video.multisampling != 0) {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_pTexture->glName);
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#if defined(GLES3_1)
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if (_size > G_IM_SIZ_8b)
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_RGBA8, m_pTexture->realWidth, m_pTexture->realHeight, false);
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else
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.monochromeInternalFormat, m_pTexture->realWidth, m_pTexture->realHeight, false);
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#else
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if (_size > G_IM_SIZ_8b)
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_RGBA8, m_pTexture->realWidth, m_pTexture->realHeight, false);
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else
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.monochromeInternalFormat, m_pTexture->realWidth, m_pTexture->realHeight, false);
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#endif
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m_pTexture->frameBufferTexture = CachedTexture::fbMultiSample;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_pTexture->glName, 0);
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@ -489,8 +489,13 @@ void TextureCache::init()
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_pMSDummy->glName);
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#if defined(GLES3_1)
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling,
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GL_RGBA8, m_pMSDummy->realWidth, m_pMSDummy->realHeight, false);
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#else
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling,
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GL_RGBA8, m_pMSDummy->realWidth, m_pMSDummy->realHeight, false);
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#endif
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activateMSDummy(0);
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activateMSDummy(1);
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@ -223,15 +223,4 @@ void initGLFunctions()
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glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glGetProcAddress("glProgramParameteri");
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glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glGetProcAddress("glTexStorage2D");
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#ifndef GLESX
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GLint majorVersion = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &majorVersion);
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GLint minorVersion = 0;
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glGetIntegerv(GL_MINOR_VERSION, &minorVersion);
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if (majorVersion < 4 || (majorVersion == 4 && minorVersion < 3))
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// Dirty hack to enable MSAA for GL below 4.3
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glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glTexImage2DMultisample;
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#endif
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}
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