Re: [PATCH 1/2] wined3d: Set GL_NONE for glReadBuffer / glDrawBuffer on FBO initialization.
Seems ok, though a small comment explaining the issue this patch fixes probably wouldn't hurt. On 25 April 2013 20:43, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+ if (target == GL_READ_FRAMEBUFFER) + context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding ? &draw_binding : 0); + else + context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding ? &read_binding : 0);
I don't think using 0 here is strictly wrong, but a proper NULL would probably be clearer. As a followup, I think we can actually get rid of the glGenFramebuffers() in context_bind_fbo() these days and just pass a GLuint instead of a pointer. The only place left that actually creates FBOs should be context_apply_fbo_entry().
2013/4/25 Henri Verbeet <hverbeet(a)gmail.com>:
Seems ok, though a small comment explaining the issue this patch fixes probably wouldn't hurt.
A comment in the commit message or in the code?
On 25 April 2013 20:43, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+ if (target == GL_READ_FRAMEBUFFER) + context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding ? &draw_binding : 0); + else + context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding ? &read_binding : 0);
I don't think using 0 here is strictly wrong, but a proper NULL would probably be clearer.
Indeed :/
As a followup, I think we can actually get rid of the glGenFramebuffers() in context_bind_fbo() these days and just pass a GLuint instead of a pointer. The only place left that actually creates FBOs should be context_apply_fbo_entry().
Good idea. I'll explore that. Thanks for the review, as usual.
On 25 April 2013 23:55, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2013/4/25 Henri Verbeet <hverbeet(a)gmail.com>:
Seems ok, though a small comment explaining the issue this patch fixes probably wouldn't hurt.
A comment in the commit message or in the code?
The code. For example above the "glReadBuffer(GL_NONE);".
participants (2)
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Henri Verbeet -
Matteo Bruni