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- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
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3 changed files with 6 additions and 24 deletions
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@ -1317,30 +1317,17 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
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gl_fixedcolormap=CM_DEFAULT;
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gl_fixedcolormap=CM_DEFAULT;
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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bool usefb = !gl.legacyMode || gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
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if (gl.legacyMode)
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if (!usefb)
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{
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{
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// In legacy mode, fail if the requested texture is too large.
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if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return;
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glFlush();
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glFlush();
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}
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}
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else
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else
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{
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#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
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__try
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#endif
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{
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{
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GLRenderer->StartOffscreen();
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GLRenderer->StartOffscreen();
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gltex->BindToFrameBuffer();
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gltex->BindToFrameBuffer();
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}
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}
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#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
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__except(1)
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{
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usefb = false;
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gl_usefb = false;
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GLRenderer->EndOffscreen();
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glFlush();
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}
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#endif
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}
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GL_IRECT bounds;
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GL_IRECT bounds;
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bounds.left=bounds.top=0;
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bounds.left=bounds.top=0;
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@ -1349,7 +1336,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
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GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
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GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
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if (!usefb)
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if (gl.legacyMode)
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{
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{
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glFlush();
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glFlush();
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gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
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gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
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@ -2594,7 +2594,6 @@ GLTEXMNU_RESIZETEX = "Resize textures";
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GLTEXMNU_RESIZESPR = "Resize sprites";
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GLTEXMNU_RESIZESPR = "Resize sprites";
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GLTEXMNU_RESIZEFNT = "Resize fonts";
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GLTEXMNU_RESIZEFNT = "Resize fonts";
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GLTEXMNU_PRECACHETEX = "Precache GL textures";
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GLTEXMNU_PRECACHETEX = "Precache GL textures";
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GLTEXMNU_CAMTEXOFFSCR = "Camera textures offscreen";
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GLTEXMNU_TRIMSPREDGE = "Trim sprite edges";
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GLTEXMNU_TRIMSPREDGE = "Trim sprite edges";
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GLTEXMNU_SORTDRAWLIST = "Sort draw lists by texture";
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GLTEXMNU_SORTDRAWLIST = "Sort draw lists by texture";
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@ -2605,9 +2604,6 @@ GLLIGHTMNU_LIGHTDEFS = "Enable light definitions";
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GLLIGHTMNU_CLIPLIGHTS = "Clip lights";
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GLLIGHTMNU_CLIPLIGHTS = "Clip lights";
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GLLIGHTMNU_LIGHTSPRITES = "Lights affect sprites";
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GLLIGHTMNU_LIGHTSPRITES = "Lights affect sprites";
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GLLIGHTMNU_LIGHTPARTICLES = "Lights affect particles";
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GLLIGHTMNU_LIGHTPARTICLES = "Lights affect particles";
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GLLIGHTMNU_FORCEADDITIVE = "Force additive lighting";
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GLLIGHTMNU_LIGHTINTENSITY = "Light intensity";
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GLLIGHTMNU_LIGHTSIZE = "Light size";
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// OpenGL Preferences
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// OpenGL Preferences
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GLPREFMNU_TITLE = "OPENGL PREFERENCES";
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GLPREFMNU_TITLE = "OPENGL PREFERENCES";
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@ -185,7 +185,6 @@ OptionMenu "GLTextureGLOptions"
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Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
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Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
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Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
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Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
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Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
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Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
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Option "$GLTEXMNU_CAMTEXOFFSCR", gl_usefb, "OnOff"
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Option "$GLTEXMNU_TRIMSPREDGE", gl_trimsprites, "OnOff"
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Option "$GLTEXMNU_TRIMSPREDGE", gl_trimsprites, "OnOff"
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Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
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Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
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}
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}
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