ProgramShaderCache: Create a FBO for shared contexts to draw into

This way it allows us to use surfaceless contexts in EGL/GLX. It also
ensures that the shared context shares a similar setup to the main
context's framebuffer, potentially reducing the number of variants a
driver needs to generate.
This commit is contained in:
Stenzek
2017-07-31 22:39:52 +10:00
parent d0bcdc7f89
commit 67997529b8
2 changed files with 37 additions and 0 deletions

View File

@ -154,6 +154,9 @@ private:
struct SharedContextData
{
std::unique_ptr<cInterfaceBase> context;
GLuint prerender_FBO;
GLuint prerender_FBO_tex;
GLuint prerender_FBO_depth;
GLuint prerender_VBO;
GLuint prerender_VAO;
GLuint prerender_IBO;