Enable menu blur in stereo 3d.
Use more blitting to avoid confusing framebuffer state management in stereo 3D.
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parent
e719b9cf00
commit
8becc0e78d
4 changed files with 37 additions and 16 deletions
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@ -550,6 +550,24 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BlitFromEyeTexture(int eye)
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{
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CreateEyeBuffers(eye);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
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glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
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{
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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{
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CreateEyeBuffers(eye);
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@ -557,12 +575,6 @@ void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
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}
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void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
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{
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CreateEyeBuffers(eye);
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glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye].handle);
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}
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void FGLRenderBuffers::BindDitherTexture(int texunit)
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{
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if (!mDitherTexture)
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