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authorConnor McLaughlin <stenzek@gmail.com>2019-04-22 12:50:22 +1000
committerGitHub <noreply@github.com>2019-04-22 12:50:22 +1000
commit59c0e51f5b84874dca2cbecfe750e3f1de66405d (patch)
tree5a155558fc1b75fa629783c3a4a1e465858f221f /Source/Core/VideoBackends/OGL/Render.cpp
parent93be178f28a55ea1bb3fa796b32eecae482a53d1 (diff)
parent356ebdf5098a24a70c04392ef7bcad7b762affbe (diff)
Merge pull request #8000 from stenzek/more-videocommon-cleanup
Additional cleanup/fixes from VideoCommon merge
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 1e263b6422..546556c440 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -652,6 +652,10 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
// Desktop OpenGL can't have the Android Extension Pack
g_ogl_config.bSupportsAEP = false;
+
+ // Desktop GL requires GL_PROGRAM_POINT_SIZE set to use gl_PointSize in shaders.
+ // It is implicitly enabled in GLES.
+ glEnable(GL_PROGRAM_POINT_SIZE);
}
// Either method can do early-z tests. See PixelShaderGen for details.
@@ -932,8 +936,8 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x,
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
-void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
- u32 color, u32 z)
+void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
+ bool zEnable, u32 color, u32 z)
{
g_framebuffer_manager->FlushEFBPokes();
g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
@@ -974,7 +978,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
BPFunctions::SetScissor();
}
-void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
+void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
{
// Quad-buffered stereo is annoying on GL.
if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
@@ -1108,8 +1112,6 @@ void Renderer::CheckForSurfaceResize()
void Renderer::BeginUtilityDrawing()
{
::Renderer::BeginUtilityDrawing();
-
- glEnable(GL_PROGRAM_POINT_SIZE);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glDisable(GL_CLIP_DISTANCE0);
@@ -1120,8 +1122,6 @@ void Renderer::BeginUtilityDrawing()
void Renderer::EndUtilityDrawing()
{
::Renderer::EndUtilityDrawing();
-
- glDisable(GL_PROGRAM_POINT_SIZE);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glEnable(GL_CLIP_DISTANCE0);