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authorStenzek <stenzek@gmail.com>2017-07-31 22:39:52 +1000
committerStenzek <stenzek@gmail.com>2017-08-02 20:12:28 +1000
commit67997529b8a49a5ca4130227ce4f2e0ca14309af (patch)
treec126f05ec68e6002b40dbbcc91790a892ae2fb8a /Source/Core/VideoBackends/OGL/ProgramShaderCache.h
parentd0bcdc7f89c0eb3b7c734d19fd150c9bc21aa4fc (diff)
ProgramShaderCache: Create a FBO for shared contexts to draw into
This way it allows us to use surfaceless contexts in EGL/GLX. It also ensures that the shared context shares a similar setup to the main context's framebuffer, potentially reducing the number of variants a driver needs to generate.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.h')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.h b/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
index 61f2f68fdc..41b1d4bb41 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
@@ -154,6 +154,9 @@ private:
struct SharedContextData
{
std::unique_ptr<cInterfaceBase> context;
+ GLuint prerender_FBO;
+ GLuint prerender_FBO_tex;
+ GLuint prerender_FBO_depth;
GLuint prerender_VBO;
GLuint prerender_VAO;
GLuint prerender_IBO;