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Added shader dump option to GL plugin. glScissor is always set, even when copying to EFB. Indirect texturing and alpha blending fixes. Changed determination if texture dimension recalculation is needed - this might break stuff! Let me know if there are issues so it can be tweaked.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@739 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -675,10 +675,11 @@ void LoadBPReg(u32 value0)
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u32 nRestoreZBufferTarget = Renderer::GetZBufferTarget();
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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(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
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(multirc.right - multirc.left), (multirc.bottom - multirc.top));
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// Always set the scissor in case it was set by the game and has not been reset
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glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
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(multirc.right - multirc.left), (multirc.bottom - multirc.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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@ -724,8 +725,7 @@ void LoadBPReg(u32 value0)
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glDrawBuffers(2, s_drawbuffers);
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}
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if( PE_copy.copy_to_xfb == 0 )
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SetScissorRect(); // reset the scissor rect
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SetScissorRect(); // reset the scissor rect
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}
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}
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break;
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