Get rid of glstate.viewport.restore() for Mali/Adreno Soc

This commit is contained in:
raven02 committed 2014-04-23 22:47:59 +08:00
1 parent cf267abc82
commit 3d12a00fe1
1 file changed
-15
-15
View File
@@ -803,8 +803,6 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth);
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
} else {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
@@ -870,9 +868,6 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
// Adreno/Mali needs us to reset the viewport after switching render targets.
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
} else {
// wtf? This should only happen very briefly when toggling bBufferedRendering
fbo_unbind();
@@ -1004,8 +999,6 @@ void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer) {
glBlitFramebuffer(0, 0, framebuffer->renderWidth, framebuffer->renderHeight, 0, 0, framebuffer->renderWidth, framebuffer->renderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
fbo_bind_as_render_target(currentRenderVfb_->fbo);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
fbo_bind_color_as_texture(renderCopy, 0);
#endif
} else {
@@ -1084,8 +1077,6 @@ void FramebufferManager::CopyDisplayToOutput() {
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
// An additional pass, post-processing shader to the extra FBO.
fbo_bind_as_render_target(extraFBOs_[0]);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
int fbo_w, fbo_h;
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
glstate.viewport.set(0, 0, fbo_w, fbo_h);
@@ -1185,8 +1176,6 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
nvfb->last_frame_render = gpuStats.numFlips;
bvfbs_.push_back(nvfb);
fbo_bind_as_render_target(nvfb->fbo);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
ClearBuffer();
glEnable(GL_DITHER);
} else {
@@ -1198,8 +1187,6 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
#ifdef USING_GLES2
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
}
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
@@ -1232,8 +1219,6 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip, float upscale, float vscale) {
if (dst->fbo) {
fbo_bind_as_render_target(dst->fbo);
if (gl_extensions.gpuVendor != GPU_VENDOR_POWERVR)
glstate.viewport.restore();
} else {
ERROR_LOG_REPORT_ONCE(dstfbozero, SCEGE, "BlitFramebuffer_: dst->fbo == 0");
fbo_unbind();