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https://github.com/scratchfoundation/bgfx.git
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Added OpenGL render target MSAA.
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parent
15eaa09913
commit
553e47fba0
1 changed files with 20 additions and 8 deletions
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@ -1554,11 +1554,6 @@ namespace bgfx
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, m_colorRbo
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, m_colorRbo
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) );
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) );
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
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, "glCheckFramebufferStatus failed 0x%08x"
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, glCheckFramebufferStatus(GL_FRAMEBUFFER)
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);
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
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}
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}
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else
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else
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@ -1578,8 +1573,15 @@ namespace bgfx
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) );
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) );
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}
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}
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
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, "glCheckFramebufferStatus failed 0x%08x"
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, glCheckFramebufferStatus(GL_FRAMEBUFFER)
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);
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if (0 < depthFormat)
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if (0 < depthFormat)
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{
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{
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
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if (0 < colorFormat)
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if (0 < colorFormat)
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{
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{
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#if BGFX_CONFIG_RENDERER_OPENGL
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#if BGFX_CONFIG_RENDERER_OPENGL
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@ -1591,7 +1593,17 @@ namespace bgfx
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GL_CHECK(glGenRenderbuffers(1, &m_depthRbo) );
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GL_CHECK(glGenRenderbuffers(1, &m_depthRbo) );
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BX_CHECK(0 != m_depthRbo, "Failed to generate renderbuffer id.");
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BX_CHECK(0 != m_depthRbo, "Failed to generate renderbuffer id.");
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRbo) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRbo) );
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#if BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES3
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if (0 != m_msaa)
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{
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GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, depthComponent, _width, _height) );
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}
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else
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#endif // BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES3
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{
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, depthComponent, _width, _height) );
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, depthComponent, _width, _height) );
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}
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
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@ -1609,12 +1621,12 @@ namespace bgfx
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, 0
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, 0
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) );
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) );
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}
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}
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}
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
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, "glCheckFramebufferStatus failed 0x%08x"
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, "glCheckFramebufferStatus failed 0x%08x"
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, glCheckFramebufferStatus(GL_FRAMEBUFFER)
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, glCheckFramebufferStatus(GL_FRAMEBUFFER)
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);
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);
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}
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
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}
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}
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