mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
ogl: drop csaa support
This commit is contained in:
@ -18,7 +18,6 @@ namespace OGL
|
||||
int FramebufferManager::m_targetWidth;
|
||||
int FramebufferManager::m_targetHeight;
|
||||
int FramebufferManager::m_msaaSamples;
|
||||
int FramebufferManager::m_msaaCoverageSamples;
|
||||
|
||||
GLuint FramebufferManager::m_efbFramebuffer;
|
||||
GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
@ -35,7 +34,7 @@ GLuint FramebufferManager::m_xfbFramebuffer;
|
||||
SHADER FramebufferManager::m_pixel_format_shaders[2];
|
||||
|
||||
|
||||
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
|
||||
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
|
||||
{
|
||||
m_efbFramebuffer = 0;
|
||||
m_efbColor = 0;
|
||||
@ -49,7 +48,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
||||
m_targetHeight = targetHeight;
|
||||
|
||||
m_msaaSamples = msaaSamples;
|
||||
m_msaaCoverageSamples = msaaCoverageSamples;
|
||||
|
||||
// The EFB can be set to different pixel formats by the game through the
|
||||
// BPMEM_ZCOMPARE register (which should probably have a different name).
|
||||
@ -117,16 +115,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
||||
m_efbDepth = glObj[1];
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
|
||||
if (m_msaaCoverageSamples)
|
||||
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
|
||||
if (m_msaaCoverageSamples)
|
||||
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
|
Reference in New Issue
Block a user