- 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

@ -238,21 +238,13 @@ uint32_t OpenGLFrameBuffer::GetCaps()
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (!RenderBuffersEnabled())
{
// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
}
else
{
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
}
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
return (uint32_t)FlagSet;
}
@ -393,11 +385,6 @@ void OpenGLFrameBuffer::BlurScene(float amount)
GLRenderer->BlurScene(amount);
}
bool OpenGLFrameBuffer::RenderBuffersEnabled()
{
return FGLRenderBuffers::IsEnabled();
}
void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
{
Super::SetViewportRects(bounds);