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@ -332,7 +332,6 @@ void RasterizerOpenGL::ConfigureFramebuffers() { |
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View depth_surface = texture_cache.GetDepthBufferSurface(true); |
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const auto& regs = gpu.regs; |
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state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0; |
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0); |
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// Bind the framebuffer surfaces
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@ -455,6 +454,9 @@ void RasterizerOpenGL::Clear() { |
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} |
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} |
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// TODO: Signal state tracker about these changes
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SyncFramebufferSRGB(); |
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if (!use_color && !use_depth && !use_stencil) { |
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// No color surface nor depth/stencil surface are enabled
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return; |
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@ -511,6 +513,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { |
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SyncPointState(); |
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SyncPolygonOffset(); |
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SyncAlphaTest(); |
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SyncFramebufferSRGB(); |
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buffer_cache.Acquire(); |
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@ -1198,4 +1201,9 @@ void RasterizerOpenGL::SyncAlphaTest() { |
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} |
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} |
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void RasterizerOpenGL::SyncFramebufferSRGB() { |
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const auto& regs = system.GPU().Maxwell3D().regs; |
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oglEnable(GL_FRAMEBUFFER_SRGB, regs.framebuffer_srgb); |
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} |
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} // namespace OpenGL
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