- force render buffers to be active.
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
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8ab68264c1
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12 changed files with 32 additions and 109 deletions
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@ -394,7 +394,7 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if ((blurAmount <= 0.0) || !FGLRenderBuffers::IsEnabled())
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if (blurAmount <= 0.0)
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return;
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FGLDebug::PushGroup("BlurScene");
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@ -662,7 +662,7 @@ void FGLRenderer::Flush()
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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if (stereo3dMode.IsMono() || !FGLRenderBuffers::IsEnabled())
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if (stereo3dMode.IsMono())
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{
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CopyToBackbuffer(nullptr, true);
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}
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@ -701,30 +701,22 @@ void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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mCustomPostProcessShaders->Run("screen");
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FGLDebug::PushGroup("CopyToBackbuffer");
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if (FGLRenderBuffers::IsEnabled())
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FGLPostProcessState savedState;
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mBuffers->BindOutputFB();
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IntRect box;
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if (bounds)
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{
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FGLPostProcessState savedState;
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mBuffers->BindOutputFB();
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IntRect box;
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if (bounds)
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{
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box = *bounds;
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}
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else
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{
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ClearBorders();
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box = screen->mOutputLetterbox;
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}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
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box = *bounds;
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}
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else if (!bounds)
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else
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{
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FGLPostProcessState savedState;
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ClearBorders();
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box = screen->mOutputLetterbox;
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}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
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FGLDebug::PopGroup();
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}
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