- backend sync with GZDoom.

This commit is contained in:
Christoph Oelckers 2020-05-31 21:25:52 +02:00
parent bd0c8acd46
commit c26b6cdf59
19 changed files with 44 additions and 44 deletions

View file

@ -91,7 +91,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
FHardwareTexture::InitGlobalState();
// Make sure all global variables tracking OpenGL context state are reset..
gl_RenderState.Reset();
GLRenderer = nullptr;
@ -266,6 +265,7 @@ void OpenGLFrameBuffer::Swap()
Finish.Unclock();
camtexcount = 0;
FHardwareTexture::UnbindAll();
gl_RenderState.ClearLastMaterial();
mDebug->Update();
mVertexData->Reset();
}
@ -296,16 +296,15 @@ void OpenGLFrameBuffer::SetVSync(bool vsync)
//
//===========================================================================
IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(int numchannels)
{
return new FHardwareTexture(numchannels);
}
void OpenGLFrameBuffer::SetTextureFilterMode()
{
if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(int numchannels)
{
return new FHardwareTexture(numchannels);
}
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
@ -326,6 +325,7 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
}
// unbind everything.
FHardwareTexture::UnbindAll();
gl_RenderState.ClearLastMaterial();
}
IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()