- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
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a8a5613675
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441cd0796f
116 changed files with 12502 additions and 80 deletions
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@ -107,7 +107,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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R_SetupFrame(mainvp, r_viewwindow, camera);
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if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
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if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_light_shadowmap && screen->mPipelineType == 0 && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
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{
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screen->SetAABBTree(camera->Level->aabbTree);
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screen->mShadowMap.SetCollectLights([=] {
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@ -151,6 +151,10 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->SetViewArea();
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auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
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float flash = 1.f;
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// Only used by the GLES2 renderer
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RenderState.SetSpecialColormap(cm, flash);
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di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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// Stereo mode specific perspective projection
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@ -161,6 +165,9 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->ProcessScene(toscreen);
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// Reset colormap so 2D drawing isn't affected
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RenderState.SetSpecialColormap(CM_DEFAULT, 1);
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if (mainview)
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{
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PostProcess.Clock();
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@ -262,8 +269,8 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
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screen->ImageTransitionScene(true);
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hw_ClearFakeFlat();
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RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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