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authorLioncash <mathew1800@gmail.com>2014-12-02 20:50:09 -0500
committerLioncash <mathew1800@gmail.com>2014-12-02 20:50:09 -0500
commit22209bcc62fb30b6c8f047876d82b3ec7e4279ec (patch)
tree1c0ccc99f17314f31e5f99bb4b7bf9662fc77982 /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parenteea3039a6ad66c02bbe91c478bf05ee579810a4e (diff)
parent40920b3823ee7dab04a9c964fab9ea20c4ddbf43 (diff)
Merge pull request #1620 from Armada651/ogl-msaa-array
OGL: Don't use texture arrays for MSAA.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index f24172e7e0..4ea9262625 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -99,17 +99,17 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
}
else
{
- m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+ m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, m_efbDepth);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, m_efbColorSwap);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
@@ -181,9 +181,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
+ "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
- " return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
+ " return texelFetch(samp9, pos, gl_SampleID);\n"
"}\n";
}
else
@@ -192,11 +192,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
std::stringstream samples;
samples << m_msaaSamples;
sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
+ "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
- " color += texelFetch(samp9, ivec3(pos, 0), i);\n"
+ " color += texelFetch(samp9, pos, i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}