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https://github.com/hrydgard/ppsspp.git
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Switch a few other things to use force().
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5ff3e6a5e7
commit
95a5bd62d5
2 changed files with 8 additions and 9 deletions
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@ -845,7 +845,7 @@ void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFr
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// Let's only do this if not clearing depth.
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fbo_bind_for_read(src->fbo);
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glDisable(GL_SCISSOR_TEST);
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glstate.scissorTest.force(false);
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if (useNV) {
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#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
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@ -1324,7 +1324,7 @@ void FramebufferManager::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int
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}
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fbo_bind_as_render_target(dst->fbo);
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glDisable(GL_SCISSOR_TEST);
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glstate.scissorTest.force(false);
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bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
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bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT);
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@ -1105,14 +1105,13 @@ void TextureCache::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuf
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glDisable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glstate.blend.force(false);
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glstate.colorMask.force(true, true, true, true);
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glstate.scissorTest.force(false);
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glstate.cullFace.force(false);
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glstate.depthTest.force(false);
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#if !defined(USING_GLES2)
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glDisable(GL_LOGIC_OP);
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glstate.colorLogicOp.force(false);
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#endif
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glViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight);
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