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path: root/drivers/gles3/rasterizer_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp14
1 files changed, 1 insertions, 13 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index cc96294ca5..3ac923d33c 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -280,16 +280,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
GLES3::RenderTarget *rt = texture_storage->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 +289,6 @@ 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];