diff options
| author | degasus <wickmarkus@web.de> | 2014-04-30 18:13:31 +0200 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2014-05-19 09:21:44 +0200 |
| commit | afea848e3b967d08226aa3909fe3e602882ee5ae (patch) | |
| tree | 11246852259039094c06ab65ef7652efb6b39b0d /Source/Core/VideoBackends/OGL/FramebufferManager.cpp | |
| parent | 3161cdfa8eff2ec0ba4bbab6733d3702169a6287 (diff) | |
ogl: drop csaa support
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 678a9435e6..0deec1d3cc 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -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); |
