don't double buffer 3D framebuffers for the GL Renderer

looks like leftovers from when 3D+2D composition was done in the frontend
This commit is contained in:
RSDuck
2023-04-11 22:59:57 +02:00
parent b11b5bf522
commit d9c0834120
3 changed files with 41 additions and 60 deletions

View File

@ -181,9 +181,9 @@ void GLCompositor::Stop()
void GLCompositor::RenderFrame()
{
int frontbuf = GPU::FrontBuffer;
int backbuf = GPU::FrontBuffer ^ 1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[backbuf]);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
@ -204,12 +204,12 @@ void GLCompositor::RenderFrame()
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
if (GPU::Framebuffer[backbuf][0] && GPU::Framebuffer[backbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][1]);
}
glActiveTexture(GL_TEXTURE1);