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https://github.com/libretro/RetroArch
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(GL) Define RARCH_GL_RENDERBUFFER and RARCH_GL_DEPTH24_STENCIL8
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2eea12e17e
commit
9fd55c301c
26
gfx/gl.c
26
gfx/gl.c
@ -730,36 +730,30 @@ static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
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{
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{
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if (stencil)
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if (stencil)
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{
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{
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glBindRenderbuffer(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glRenderbufferStorage(RARCH_GL_RENDERBUFFER, RARCH_GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(RARCH_GL_RENDERBUFFER, 0);
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#ifdef HAVE_OPENGLES2
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#ifdef HAVE_OPENGLES2
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// GLES2 is a bit weird, as always. :P
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// GLES2 is a bit weird, as always. :P
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glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES,
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width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL.
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// There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL.
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl->hw_render_depth[i]);
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RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl->hw_render_depth[i]);
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RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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#else
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#else
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// We use ARB FBO extensions, no need to check.
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// We use ARB FBO extensions, no need to check.
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glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl->hw_render_depth[i]);
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RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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#endif
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#endif
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}
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}
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else
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else
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{
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{
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glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glBindRenderbuffer(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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glRenderbufferStorage(RARCH_GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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width, height);
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width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindRenderbuffer(RARCH_GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl->hw_render_depth[i]);
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RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
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}
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}
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}
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}
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@ -76,6 +76,14 @@
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
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#endif
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#endif
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#if defined(HAVE_OPENGLES2)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#else
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8
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#endif
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static inline bool gl_check_error(void)
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static inline bool gl_check_error(void)
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{
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{
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int error = glGetError();
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int error = glGetError();
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