gl_rasterizer_cache: Use clean state for glBlitFramebuffer.
Framebuffer blits depends on pixel tests: Ownership (is fine) Scissor (is broken on the last commit) Masking (is broken on master for a while) So let's be honest and start with a clean state in those helper functions.
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		| @@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple, | |||||||
| static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex, | static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex, | ||||||
|                          const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type, |                          const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type, | ||||||
|                          GLuint read_fb_handle, GLuint draw_fb_handle) { |                          GLuint read_fb_handle, GLuint draw_fb_handle) { | ||||||
|     OpenGLState state = OpenGLState::GetCurState(); |     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||||
|  |  | ||||||
|     OpenGLState prev_state = state; |  | ||||||
|     SCOPE_EXIT({ prev_state.Apply(); }); |     SCOPE_EXIT({ prev_state.Apply(); }); | ||||||
|  |  | ||||||
|     // Make sure textures aren't bound to texture units, since going to bind them to framebuffer |     OpenGLState state; | ||||||
|     // components |  | ||||||
|     state.ResetTexture(src_tex); |  | ||||||
|     state.ResetTexture(dst_tex); |  | ||||||
|  |  | ||||||
|     state.draw.read_framebuffer = read_fb_handle; |     state.draw.read_framebuffer = read_fb_handle; | ||||||
|     state.draw.draw_framebuffer = draw_fb_handle; |     state.draw.draw_framebuffer = draw_fb_handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
| @@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec | |||||||
|  |  | ||||||
| static bool FillSurface(const Surface& surface, const u8* fill_data, | static bool FillSurface(const Surface& surface, const u8* fill_data, | ||||||
|                         const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) { |                         const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) { | ||||||
|     OpenGLState state = OpenGLState::GetCurState(); |     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||||
|  |  | ||||||
|     OpenGLState prev_state = state; |  | ||||||
|     SCOPE_EXIT({ prev_state.Apply(); }); |     SCOPE_EXIT({ prev_state.Apply(); }); | ||||||
|  |  | ||||||
|     state.ResetTexture(surface->texture.handle); |     OpenGLState state; | ||||||
|  |  | ||||||
|     state.scissor.enabled = true; |     state.scissor.enabled = true; | ||||||
|     state.scissor.x = static_cast<GLint>(fill_rect.left); |     state.scissor.x = static_cast<GLint>(fill_rect.left); | ||||||
|     state.scissor.y = static_cast<GLint>(fill_rect.bottom); |     state.scissor.y = static_cast<GLint>(fill_rect.bottom); | ||||||
| @@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube | |||||||
|  |  | ||||||
|     u32 scaled_size = cube.res_scale * config.width; |     u32 scaled_size = cube.res_scale * config.width; | ||||||
|  |  | ||||||
|     OpenGLState state = OpenGLState::GetCurState(); |     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||||
|  |  | ||||||
|     OpenGLState prev_state = state; |  | ||||||
|     SCOPE_EXIT({ prev_state.Apply(); }); |     SCOPE_EXIT({ prev_state.Apply(); }); | ||||||
|  |  | ||||||
|  |     OpenGLState state; | ||||||
|     state.draw.read_framebuffer = read_framebuffer.handle; |     state.draw.read_framebuffer = read_framebuffer.handle; | ||||||
|     state.draw.draw_framebuffer = draw_framebuffer.handle; |     state.draw.draw_framebuffer = draw_framebuffer.handle; | ||||||
|     state.ResetTexture(cube.texture.handle); |     state.ResetTexture(cube.texture.handle); | ||||||
|   | |||||||
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	 Markus Wick
					Markus Wick