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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
hopefully fixed zww issue with new efb to ram.
implemented new efb to ram in opengl modified TextureConversionShader preparing the implementation of new efb to ram in dx11 please test for regressions git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -886,9 +886,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// Copy the framebuffer to screen.
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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// Texture map s_xfbTexture onto the main buffer
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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@ -905,6 +903,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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if(g_ActiveConfig.bUseXFB)
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{
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// draw each xfb source
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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for (u32 i = 0; i < xfbCount; ++i)
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{
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xfbSource = xfbSourceList[i];
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@ -992,6 +993,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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{
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(Rc);
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GLuint read_texture = g_framebufferManager.ResolveAndGetRenderTarget(Rc);
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if (applyShader)
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