GPUFramebuffer: Bump the framebuffer attachement limit to 5 color textures

This commit is contained in:
2017-11-24 22:26:08 +01:00
parent f591060856
commit 8d4aa6bf44

View File

@@ -45,8 +45,8 @@ static struct GPUFrameBufferGlobal {
} GG = {0};
/* Number of maximum output slots.
* We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
#define GPU_FB_MAX_SLOTS 4
* We support 5 outputs for now (usually we wouldn't need more to preserve fill rate) */
#define GPU_FB_MAX_SLOTS 5
struct GPUFrameBuffer {
GLuint object;
@@ -286,14 +286,14 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
int numslots = 0, i;
GLenum attachments[4];
GLenum attachments[GPU_FB_MAX_SLOTS];
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!\n");
return;
}
for (i = 0; i < 4; i++) {
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
numslots++;
@@ -319,11 +319,11 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
{
int numslots = 0, i;
GLenum attachments[4];
GLenum attachments[GPU_FB_MAX_SLOTS];
GLenum readattachement = 0;
GPUTexture *tex;
for (i = 0; i < 4; i++) {
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
tex = fb->colortex[i];