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D3D and Opengl:
reverted a tiny leftover of my safe texture cache commit D3D renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x. OpenGL: fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used re enabled shader caching as it was not producing errors. fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -172,7 +172,7 @@ void SetDefaultRectTexParams()
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if (glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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GL_REPORT_ERRORD();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -1083,7 +1083,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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bool last_copy_efb_to_ram = !g_ActiveConfig.bCopyEFBToTexture;
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UpdateActiveConfig();
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if (last_copy_efb_to_ram != g_ActiveConfig.bCopyEFBToTexture)
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if (last_copy_efb_to_ram != (!g_ActiveConfig.bCopyEFBToTexture))
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TextureMngr::ClearRenderTargets();
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// For testing zbuffer targets.
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