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@ -237,13 +237,24 @@ void RasterizerOpenGL::DrawTriangles() {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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if (depth_surface != nullptr) {
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depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
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if (regs.framebuffer.framebuffer.depth_format ==
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bool has_stencil =
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Pica::FramebufferRegs::DepthFormat::D24S8) {
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regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
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// attach both depth and stencil
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glFramebufferTexture2D(
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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// Sync the viewport
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// Sync the viewport
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// These registers hold half-width and half-height, so must be multiplied by 2
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// These registers hold half-width and half-height, so must be multiplied by 2
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