gpu: fix depth buffer on direct3d and headless opengl

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-03-11 16:36:08 +01:00
parent 61529c2cb6
commit 7024a0e691
5 changed files with 103 additions and 27 deletions
+1
View File
@@ -194,6 +194,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
depthBuf := b.funcs.CreateRenderbuffer()
b.funcs.BindRenderbuffer(RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, depthBuf)
fbo.depthBuf = depthBuf
fbo.hasDepth = true
if err := glErr(b.funcs); err != nil {
+1
View File
@@ -129,6 +129,7 @@ type Functions interface {
EnableVertexAttribArray(a Attrib)
EndQuery(target Enum)
FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int)
FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer)
GetBinding(pname Enum) Object
GetError() Enum
GetInteger(pname Enum) int