forked from mirrors/0ad
Removes asking GL of current bind framebuffer to avoid syncs.
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D4422 This was SVN commit r26193.
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@@ -117,9 +117,6 @@ struct ShadowMapInternals
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// BeginRender and EndRender while we replace it with the shadow camera
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CCamera SavedViewCamera;
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// Save the caller's FBO so it can be restored
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GLint SavedViewFBO;
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void CalculateShadowMatrices(const int cascade);
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void CreateTexture();
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void UpdateCascadesParameters();
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@@ -488,9 +485,6 @@ void ShadowMapInternals::CreateTexture()
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Framebuffer = 0;
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}
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// save the caller's FBO
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO);
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glGenFramebuffersEXT(1, &Framebuffer);
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CFG_GET_VAL("shadowquality", QualityLevel);
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@@ -605,7 +599,7 @@ void ShadowMapInternals::CreateTexture()
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, SavedViewFBO);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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