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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Some cleanup, extracted XFB convert code into VideoCommon, added non-activated support to gl plugin. + a minor bugfix with no effects seen so far in gl plugin :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@209 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -27,6 +27,7 @@
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#include "VertexShader.h"
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#include "PixelShaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#ifdef _WIN32
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#include "OS\Win32.h"
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@ -52,6 +53,7 @@ static bool s_bOutputCgErrors = true;
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static int nZBufferRender = 0; // if > 0, then using zbuffer render
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static u32 s_uFramebuffer = 0;
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static u32 s_RenderTargets[1] = {0}, s_DepthTarget = 0, s_ZBufferTarget = 0;
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static bool s_bATIDrawBuffers = false, s_bHaveStencilBuffer = false;
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static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
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static int s_nCurTarget = 0;
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@ -273,26 +275,29 @@ bool Renderer::Create2()
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if (!Initialize())
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return false;
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XFB_Init();
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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SAFE_DELETE(s_pfont);
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delete s_pfont;
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s_pfont = 0;
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if( g_cgcontext != 0 ) {
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XFB_Shutdown();
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if (g_cgcontext != 0) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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if( s_RenderTargets[0] ) {
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if (s_RenderTargets[0]) {
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glDeleteTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
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memset(s_RenderTargets, 0, sizeof(s_RenderTargets));
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}
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if( s_DepthTarget ) {
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if (s_DepthTarget) {
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glDeleteRenderbuffersEXT(1, (GLuint *)&s_DepthTarget); s_DepthTarget = 0;
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}
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if (s_uFramebuffer != 0) {
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glDeleteFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer);
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s_uFramebuffer = 0;
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@ -550,7 +555,7 @@ void Renderer::FlushZBufferAlphaToTarget()
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(-1,-1);
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glTexCoord2f(0, (float)(GetTargetHeight()<<g_AAy)); glVertex2f(-1,1);
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glTexCoord2f((float)(GetTargetWidth()<<g_AAx), (float)(GetTargetWidth()<<g_AAy)); glVertex2f(1,1);
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glTexCoord2f((float)(GetTargetWidth()<<g_AAx), (float)(GetTargetHeight()<<g_AAy)); glVertex2f(1,1);
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glTexCoord2f((float)(GetTargetWidth()<<g_AAx), 0); glVertex2f(1,-1);
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glEnd();
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