Always use ios_bind_game_view_fbo().

Should hopefully fix libretro-test-gl and co.
This commit is contained in:
Themaister 2013-05-13 19:33:47 +02:00
parent e3a8ea9389
commit ef257a6e8e

View File

@ -383,6 +383,14 @@ void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math
#define gl_shader_num(gl) ((gl->shader) ? gl->shader->num_shaders() : 0)
#define gl_shader_filter_type(gl, index, smooth) ((gl->shader) ? gl->shader->filter_type(index, smooth) : false)
#ifdef IOS
// There is no default frame buffer on IOS.
void ios_bind_game_view_fbo(void);
#define gl_bind_backbuffer() ios_bind_game_view_fbo()
#else
#define gl_bind_backbuffer() pglBindFramebuffer(GL_FRAMEBUFFER, 0)
#endif
#ifdef HAVE_FBO
static void gl_shader_scale(void *data, unsigned index, struct gfx_fbo_scale *scale)
{
@ -688,7 +696,7 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
}
}
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_bind_backbuffer();
pglBindRenderbuffer(GL_RENDERBUFFER, 0);
gl->hw_render_fbo_init = true;
return true;
@ -930,13 +938,7 @@ static void gl_frame_fbo(void *data, const struct gl_tex_info *tex_info)
set_texture_coords(fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
#ifdef IOS
// There is no default frame buffer on IOS.
extern void ios_bind_game_view_fbo();
ios_bind_game_view_fbo();
#else
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
gl_bind_backbuffer();
if (gl->shader)
gl->shader->use(gl->fbo_pass + 1);
@ -1353,7 +1355,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
if (!gl->fbo_inited)
{
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_bind_backbuffer();
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
}
}