diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index c5f76a6eb5..8164547c5c 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -1250,16 +1250,8 @@ void FramebufferManager::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int fbo_bind_as_render_target(dst->fbo); glDisable(GL_SCISSOR_TEST); - bool useBlit = false; - bool useNV = false; - - if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT)) { - useNV = false; - useBlit = true; - } else if (gstate_c.Supports(GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) { - useNV = true; - useBlit = true; - } + bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); + bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT); float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f; float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f; diff --git a/GPU/GLES/StencilBuffer.cpp b/GPU/GLES/StencilBuffer.cpp index 8bc849267e..6cfd6ad52e 100644 --- a/GPU/GLES/StencilBuffer.cpp +++ b/GPU/GLES/StencilBuffer.cpp @@ -170,16 +170,8 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size, bool skipZero) glstate.stencilTest.enable(); glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE); - bool useBlit = false; - bool useNV = false; - - if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT)) { - useNV = false; - useBlit = true; - } else if (gstate_c.Supports(GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) { - useNV = true; - useBlit = true; - } + bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); + bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT); // Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x. // Then after we're done, we'll just blit it across and stretch it there.