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path: root/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp14
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);