diff options
Diffstat (limited to 'drivers/gles3/rasterizer_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 24 |
1 files changed, 5 insertions, 19 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index cc96294ca5..0836a21254 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -100,9 +100,9 @@ void RasterizerGLES3::begin_frame(double frame_step) { canvas->set_time(time_total); scene->set_time(time_total, frame_step); - GLES3::Utilities *utilities = GLES3::Utilities::get_singleton(); - utilities->info.render_final = utilities->info.render; - utilities->info.render.reset(); + GLES3::Utilities *utils = GLES3::Utilities::get_singleton(); + utils->info.render_final = utils->info.render; + utils->info.render.reset(); //scene->iteration(); } @@ -275,21 +275,10 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() { } void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) { - GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); - - GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); + GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target); ERR_FAIL_COND(!rt); - // TODO: do we need a keep 3d linear option? - - // Make sure we are drawing to the right context. - DisplayServer::get_singleton()->gl_window_make_current(p_screen); - - if (rt->external.fbo != 0) { - glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo); - } else { - glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo); - } + glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); // Flip content upside down to correct for coordinates. @@ -298,9 +287,6 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display // is this p_screen useless in a multi window environment? void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { - // All blits are going to the system framebuffer, so just bind once. - glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); - for (int i = 0; i < p_amount; i++) { const BlitToScreen &blit = p_render_targets[i]; |