- 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.
This commit is contained in:
Christoph Oelckers 2018-06-16 09:37:01 +02:00
commit 9ff7e5a4ef
12 changed files with 32 additions and 109 deletions

View file

@ -35,7 +35,6 @@
#include <random>
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
//==========================================================================
//
@ -173,17 +172,6 @@ void FGLRenderBuffers::DeleteFrameBuffer(PPFrameBuffer &fb)
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (gl_renderbuffers != BuffersActive)
{
if (BuffersActive)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
BuffersActive = gl_renderbuffers;
GLRenderer->mShaderManager->ResetFixedColormap();
}
if (!IsEnabled())
return false;
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
@ -234,9 +222,10 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mSamples = 0;
mSceneWidth = 0;
mSceneHeight = 0;
I_FatalError("Unable to create render buffers.");
}
return !FailedCreate;
return true;
}
//==========================================================================
@ -615,7 +604,7 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
if (result == GL_FRAMEBUFFER_COMPLETE)
return true;
FailedCreate = true;
bool FailedCreate = true;
if (gl_debug_level > 0)
{
@ -926,10 +915,4 @@ void FGLRenderBuffers::BindOutputFB()
//
//==========================================================================
bool FGLRenderBuffers::IsEnabled()
{
return BuffersActive && !FailedCreate;
}
bool FGLRenderBuffers::FailedCreate = false;
bool FGLRenderBuffers::BuffersActive = false;