GL: Share depth and stencil to get similar behaviour to D3D driver
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54f4d5bac3
commit
f9aa0bf7cc
3 changed files with 101 additions and 65 deletions
code/nel/src/3d/driver/opengl
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@ -1032,6 +1032,8 @@ bool CDriverGL::release()
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// Call IDriver::release() before, to destroy textures, shaders and VBs...
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IDriver::release();
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nlassert(_DepthStencilFBOs.empty());
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_SwapBufferCounter = 0;
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// delete querries
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@ -146,6 +146,23 @@ public:
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virtual uint getVisibleCount();
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};
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// ***************************************************************************
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class CDepthStencilFBO : public NLMISC::CRefCount
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{
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public:
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CDepthStencilFBO(CDriverGL *driver, uint width, uint height);
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~CDepthStencilFBO();
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uint Width;
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uint Height;
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GLuint DepthFBOId;
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GLuint StencilFBOId;
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private:
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CDriverGL *m_Driver;
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};
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// ***************************************************************************
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class CTextureDrvInfosGL : public ITextureDrvInfos
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{
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@ -173,12 +190,9 @@ public:
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GLuint FBOId;
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// depth stencil FBO id
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GLuint DepthFBOId;
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GLuint StencilFBOId;
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bool InitFBO;
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bool AttachDepthStencil;
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bool UsePackedDepthStencil;
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NLMISC::CSmartPtr<CDepthStencilFBO> DepthStencilFBO;
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bool InitFBO;
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// The current wrap modes assigned to the texture.
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ITexture::TWrapMode WrapS;
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@ -685,6 +699,7 @@ private:
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friend class CTextureDrvInfosGL;
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friend class CVertexProgamDrvInfosGL;
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friend class CPixelProgamDrvInfosGL;
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friend class CDepthStencilFBO;
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private:
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// Version of the driver. Not the interface version!! Increment when implementation of the driver change.
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@ -880,8 +895,11 @@ private:
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// viewport before call to setRenderTarget, if BFO extension is supported
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CViewport _OldViewport;
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// Current FBO render target
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CSmartPtr<ITexture> _RenderTargetFBO;
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// Share the same backbuffer for FBO render targets with window size
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std::vector<CDepthStencilFBO *> _DepthStencilFBOs;
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// Num lights return by GL_MAX_LIGHTS
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uint _MaxDriverLight;
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@ -73,12 +73,8 @@ CTextureDrvInfosGL::CTextureDrvInfosGL(IDriver *drv, ItTexDrvInfoPtrMap it, CDri
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#endif
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FBOId = 0;
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DepthFBOId = 0;
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StencilFBOId = 0;
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InitFBO = false;
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AttachDepthStencil = true;
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UsePackedDepthStencil = drvGl->supportPackedDepthStencil();
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TextureUsedIdx = 0;
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}
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@ -98,9 +94,9 @@ CTextureDrvInfosGL::~CTextureDrvInfosGL()
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_Driver->_TextureUsed[TextureUsedIdx] = NULL;
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}
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if(InitFBO)
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{
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#ifdef USE_OPENGLES
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if (InitFBO)
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{
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nglDeleteFramebuffersOES(1, &FBOId);
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if(AttachDepthStencil)
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{
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@ -108,24 +104,73 @@ CTextureDrvInfosGL::~CTextureDrvInfosGL()
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if(!UsePackedDepthStencil)
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nglDeleteRenderbuffersOES(1, &StencilFBOId);
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}
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#else
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nglDeleteFramebuffersEXT(1, &FBOId);
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if(AttachDepthStencil)
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{
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nglDeleteRenderbuffersEXT(1, &DepthFBOId);
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if(!UsePackedDepthStencil)
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nglDeleteRenderbuffersEXT(1, &StencilFBOId);
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}
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}
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#endif
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}
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CDepthStencilFBO::CDepthStencilFBO(CDriverGL *driver, uint width, uint height)
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{
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nldebug("3D: Init shared FBO");
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m_Driver = driver;
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Width = width;
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Height = height;
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bool packedDepthStencil = driver->supportPackedDepthStencil();
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nglGenRenderbuffersEXT(1, &DepthFBOId);
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if (packedDepthStencil)
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StencilFBOId = DepthFBOId;
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else
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nglGenRenderbuffersEXT(1, &StencilFBOId);
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if (packedDepthStencil)
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{
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//nldebug("3D: using packed depth stencil");
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, width, height);
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}
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else
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{
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
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/*
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, width, height);
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*/
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}
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nlassert(DepthFBOId);
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nlassert(StencilFBOId);
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driver->_DepthStencilFBOs.push_back(this);
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}
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CDepthStencilFBO::~CDepthStencilFBO()
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{
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// driver remove
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m_Driver->_DepthStencilFBOs.erase(std::find(m_Driver->_DepthStencilFBOs.begin(), m_Driver->_DepthStencilFBOs.end(), this));
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if (DepthFBOId)
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{
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nldebug("3D: Release shared FBO");
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nglDeleteRenderbuffersEXT(1, &DepthFBOId);
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if (StencilFBOId == DepthFBOId)
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StencilFBOId = 0;
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DepthFBOId = 0;
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}
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if (StencilFBOId)
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{
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nglDeleteRenderbuffersEXT(1, &StencilFBOId);
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StencilFBOId = 0;
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}
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}
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// ***************************************************************************
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bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
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{
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if(!InitFBO)
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if (!InitFBO)
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{
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if(tex->isBloomTexture())
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if (tex->isBloomTexture())
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{
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AttachDepthStencil = !((CTextureBloom*)tex)->isMode2D();
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}
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@ -179,49 +224,33 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
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#else
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// generate IDs
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nglGenFramebuffersEXT(1, &FBOId);
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if(AttachDepthStencil)
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{
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nglGenRenderbuffersEXT(1, &DepthFBOId);
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if(UsePackedDepthStencil)
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StencilFBOId = DepthFBOId;
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else
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nglGenRenderbuffersEXT(1, &StencilFBOId);
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}
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//nldebug("3D: using depth %d and stencil %d", DepthFBOId, StencilFBOId);
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// initialize FBO
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nglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBOId);
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nglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, TextureMode, ID, 0);
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// attach depth/stencil render to FBO
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// note: for some still unkown reason it's impossible to add
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// a stencil buffer as shown in the respective docs (see
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// opengl.org extension registry). Until a safe approach to add
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// them is found, there will be no attached stencil for the time
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// being, aside of using packed depth+stencil buffers.
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if(AttachDepthStencil)
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// attach depth stencil
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if (AttachDepthStencil)
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{
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if(UsePackedDepthStencil)
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for (std::vector<CDepthStencilFBO *>::iterator it(_Driver->_DepthStencilFBOs.begin()), end(_Driver->_DepthStencilFBOs.end()); it != end; ++it)
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{
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//nldebug("3D: using packed depth stencil");
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, tex->getWidth(), tex->getHeight());
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if ((*it)->Width == tex->getWidth() && (*it)->Height == tex->getHeight())
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{
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DepthStencilFBO = (*it);
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break;
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}
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}
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else
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if (!DepthStencilFBO)
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{
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, tex->getWidth(), tex->getHeight());
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/*
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nglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilFBOId);
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nglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, tex->getWidth(), tex->getHeight());
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*/
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DepthStencilFBO = new CDepthStencilFBO(_Driver, tex->getWidth(), tex->getHeight());
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}
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nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, DepthFBOId);
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GL_RENDERBUFFER_EXT, DepthStencilFBO->DepthFBOId);
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nldebug("3D: glFramebufferRenderbufferExt(depth:24) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, StencilFBOId);
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GL_RENDERBUFFER_EXT, DepthStencilFBO->StencilFBOId);
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nldebug("3D: glFramebufferRenderbufferExt(stencil:8) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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}
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#endif
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@ -339,17 +368,7 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
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#endif
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if (AttachDepthStencil)
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{
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#ifdef USE_OPENGLES
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nglDeleteRenderbuffersOES(1, &DepthFBOId);
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#else
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nglDeleteRenderbuffersEXT(1, &DepthFBOId);
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#endif
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if(!UsePackedDepthStencil)
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#ifdef USE_OPENGLES
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nglDeleteRenderbuffersOES(1, &StencilFBOId);
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#else
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nglDeleteRenderbuffersEXT(1, &StencilFBOId);
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#endif
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DepthStencilFBO = NULL;
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}
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}
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@ -2260,11 +2279,8 @@ void CDriverGL::swapTextureHandle(ITexture &tex0, ITexture &tex1)
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swap(t0->MinFilter, t1->MinFilter);
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swap(t0->TextureMode, t1->TextureMode);
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swap(t0->FBOId, t1->FBOId);
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swap(t0->DepthFBOId, t1->DepthFBOId);
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swap(t0->StencilFBOId, t1->StencilFBOId);
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swap(t0->DepthStencilFBO, t1->DepthStencilFBO);
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swap(t0->InitFBO, t1->InitFBO);
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swap(t0->AttachDepthStencil, t1->AttachDepthStencil);
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swap(t0->UsePackedDepthStencil, t1->UsePackedDepthStencil);
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}
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