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synced 2025-07-22 22:00:39 -06:00
Removes 4 unneeded values in the GL plugin, Makes less buffer underruns in ALSA in DSP_NULL, and case sensitivity so Wii games get just a 'wii' bit farther
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@216 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -541,7 +541,7 @@ bool SetScissorRect()
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PRIM_LOG("scissor: lt=(%d,%d),rb=(%d,%d),off=(%d,%d)\n", rc.left, rc.top, rc.right, rc.bottom, xoff, yoff);
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if( rc.right>=rc.left && rc.bottom>=rc.top ) {
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glScissor(rc.left<<g_AAx, Renderer::GetTargetHeight()-(rc.bottom<<g_AAy), (rc.right-rc.left)<<g_AAx, (rc.bottom-rc.top)<<g_AAy);
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glScissor(rc.left, Renderer::GetTargetHeight()-(rc.bottom), (rc.right-rc.left), (rc.bottom-rc.top));
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return true;
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}
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@ -626,10 +626,10 @@ void LoadBPReg(u32 value0)
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u32 nRestoreZBufferTarget = Renderer::GetZBufferTarget();
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glViewport(0, 0, Renderer::GetTargetWidth()<<g_AAx, Renderer::GetTargetHeight()<<g_AAy);
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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// if copied to texture, set the dimensions to the source copy dims, otherwise, clear the entire buffer
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if( PE_copy.copy_to_xfb == 0 )
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glScissor(rc.left<<g_AAx, (Renderer::GetTargetHeight()-rc.bottom)<<g_AAy, (rc.right-rc.left)<<g_AAx, (rc.bottom-rc.top)<<g_AAy);
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glScissor(rc.left, (Renderer::GetTargetHeight()-rc.bottom), (rc.right-rc.left), (rc.bottom-rc.top));
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VertexShaderMngr::SetViewportChanged();
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// since clear operations use the source rectangle, have to do regular renders (glClear clears the entire buffer)
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