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OpenGL: Fixed the screen size adjustment by moving it to Render::Swap(), where the final version of the picture is placed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2344 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -449,13 +449,13 @@ void BPWritten(int addr, int changes, int newval)
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}
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else
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{
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Renderer::Swap();
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Renderer::Swap(multirc);
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}
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g_VideoInitialize.pCopiedToXFB();
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}
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// --------------------------------------------------------
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// Clearing
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// Clear the picture after it's done and submitted, to prepare for the next picture
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// --------------------------
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if (PE_copy.clear)
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{
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@ -464,20 +464,17 @@ void BPWritten(int addr, int changes, int newval)
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// Clear Z-Buffer target
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u32 nRestoreZBufferTarget = Renderer::GetZBufferTarget();
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// Why do we have this here and in Render.cpp?
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// -----------------------------------------------------------------
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// Update the view port for clearing the picture
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// -----------------------
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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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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// But we will do that at the end of this section, in SetScissorRect(), why would we do it twice in the same function?
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// Because this is needed by the intermediate functions diirectly below here, in glDrawBuffer()
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// and so on.
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/* We will also do this at the end of this section, in SetScissorRect(), but that is for creating the new picture
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this is for clearing the picture */
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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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// Logging
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GLScissorX = multirc.left; GLScissorY = (Renderer::GetTargetHeight() - multirc.bottom);
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GLScissorW = (multirc.right - multirc.left); GLScissorH = (multirc.bottom - multirc.top);
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//Console::Print("%i %i %i %i\n", GLScissorX, GLScissorY, GLScissorW, GLScissorH);
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(multirc.right - multirc.left), (multirc.bottom - multirc.top));
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// ---------------------------
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VertexShaderManager::SetViewportChanged();
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