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https://github.com/ZDoom/qzdoom-gpl.git
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Fixed black screen issue in OS X native backend
There was inconsistency with global render state
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parent
6d95c9d544
commit
138c6ea25e
1 changed files with 23 additions and 27 deletions
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@ -58,6 +58,8 @@
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#include "v_video.h"
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#include "version.h"
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#include "gl/system/gl_system.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_interface.h"
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@ -1278,36 +1280,30 @@ void BoundTextureSetFilter(const GLenum target, const GLint filter)
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void BoundTextureDraw2D(const GLsizei width, const GLsizei height)
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{
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const bool flipX = width < 0;
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const bool flipY = height < 0;
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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const float u0 = flipX ? 1.0f : 0.0f;
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const float v0 = flipY ? 1.0f : 0.0f;
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const float u1 = flipX ? 0.0f : 1.0f;
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const float v1 = flipY ? 0.0f : 1.0f;
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static const float x = 0.f;
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static const float y = 0.f;
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const float w = float(width);
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const float h = float(height);
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const float x1 = 0.0f;
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const float y1 = 0.0f;
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const float x2 = abs(width );
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const float y2 = abs(height);
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static const float u1 = 0.f;
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static const float v1 = 1.f;
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static const float u2 = 1.f;
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static const float v2 = 0.f;
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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FFlatVertexBuffer* const vbo = GLRenderer->mVBO;
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FFlatVertex* ptr = vbo->GetBuffer();
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glBegin(GL_QUADS);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glTexCoord2f(u0, v1);
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glVertex2f(x1, y1);
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glTexCoord2f(u1, v1);
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glVertex2f(x2, y1);
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glTexCoord2f(u1, v0);
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glVertex2f(x2, y2);
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glTexCoord2f(u0, v0);
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glVertex2f(x1, y2);
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glEnd();
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ptr->Set(x, y, 0, u1, v1); ++ptr;
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ptr->Set(x, y + h, 0, u1, v2); ++ptr;
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ptr->Set(x + w, y, 0, u2, v1); ++ptr;
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ptr->Set(x + w, y + h, 0, u2, v2); ++ptr;
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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bool BoundTextureSaveAsPNG(const GLenum target, const char* const path)
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@ -1504,8 +1500,8 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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{
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m_renderTarget.Unbind();
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m_renderTarget.GetColorTexture().Bind(0, 0, 0);
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m_gammaTexture.Bind(1, 0, 0);
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m_renderTarget.GetColorTexture().Bind(0, 0, false);
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m_gammaTexture.Bind(1, 0, false);
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if (rbOpts.dirty)
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{
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