mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Run code through the advanced tool 'sed' to remove trailing whitespace.
This commit is contained in:
@ -144,9 +144,9 @@ int GetNumMSAASamples(int MSAAMode)
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default:
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samples = 1;
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}
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if(samples <= g_ogl_config.max_samples) return samples;
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// TODO: move this to InitBackendInfo
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OSD::AddMessage(StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.", samples, g_ogl_config.max_samples), 10000);
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return g_ogl_config.max_samples;
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@ -171,7 +171,7 @@ int GetNumMSAACoverageSamples(int MSAAMode)
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samples = 0;
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}
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if(g_ogl_config.bSupportCoverageMSAA || samples == 0) return samples;
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// TODO: move this to InitBackendInfo
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OSD::AddMessage("CSAA Anti Aliasing isn't supported by your GPU.", 10000);
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return 0;
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@ -255,7 +255,7 @@ void InitDriverInfo()
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// Get the vendor first
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if (svendor == "NVIDIA Corporation" && srenderer != "NVIDIA Tegra")
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vendor = DriverDetails::VENDOR_NVIDIA;
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vendor = DriverDetails::VENDOR_NVIDIA;
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else if (svendor == "ATI Technologies Inc." || svendor == "Advanced Micro Devices, Inc.")
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vendor = DriverDetails::VENDOR_ATI;
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else if (std::string::npos != sversion.find("Mesa"))
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@ -277,7 +277,7 @@ void InitDriverInfo()
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vendor = DriverDetails::VENDOR_TEGRA;
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else if (svendor == "Vivante Corporation")
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vendor = DriverDetails::VENDOR_VIVANTE;
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// Get device family and driver version...if we care about it
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switch(vendor)
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{
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@ -305,7 +305,7 @@ void InitDriverInfo()
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driver = DriverDetails::DRIVER_I965;
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else if(std::string::npos != srenderer.find("AMD") || std::string::npos != srenderer.find("ATI"))
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driver = DriverDetails::DRIVER_R600;
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int major = 0;
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int minor = 0;
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int release = 0;
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@ -337,7 +337,7 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
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g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
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g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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InitDriverInfo();
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// Init extension support.
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@ -347,21 +347,21 @@ Renderer::Renderer()
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WARN_LOG(VIDEO, "Running the OpenGL ES 3 backend!");
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsGLSLUBO = !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS);
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsGLSLUBO = !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS);
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsEarlyZ = false;
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#ifdef ANDROID
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g_ogl_config.bSupportsGLSLCache = false;
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#ifdef ANDROID
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g_ogl_config.bSupportsGLSLCache = false;
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#else
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g_ogl_config.bSupportsGLSLCache = true;
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g_ogl_config.bSupportsGLSLCache = true;
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#endif
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g_ogl_config.bSupportsGLPinnedMemory = false;
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g_ogl_config.bSupportsGLSync = true;
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g_ogl_config.bSupportsGLBaseVertex = false;
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g_ogl_config.bSupportsGLPinnedMemory = false;
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g_ogl_config.bSupportsGLSync = true;
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g_ogl_config.bSupportsGLBaseVertex = false;
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g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
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g_ogl_config.bSupportSampleShading = false;
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g_ogl_config.bSupportOGL31 = false;
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g_ogl_config.bSupportSampleShading = false;
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g_ogl_config.bSupportOGL31 = false;
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g_ogl_config.bSupportViewportFloat = false;
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if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) || DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR))
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g_ogl_config.eSupportedGLSLVersion = GLSLES2;
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@ -376,7 +376,7 @@ Renderer::Renderer()
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PanicAlert("glewInit() failed! Does your video card support OpenGL 2.x?");
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return;
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}
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// check for the max vertex attributes
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GLint numvertexattribs = 0;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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@ -397,7 +397,7 @@ Renderer::Renderer()
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max_texture_size);
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bSuccess = false;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (GLEW_ARB_debug_output)
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{
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@ -431,7 +431,7 @@ Renderer::Renderer()
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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if (!GLEW_ARB_map_buffer_range)
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{
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// ogl3 buffer mapping for better streaming support.
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@ -450,7 +450,7 @@ Renderer::Renderer()
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"Please report this issue, then there will be a workaround");
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bSuccess = false;
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}
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// OpenGL 3 doesn't provide GLES like float functions for depth.
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// They are in core in OpenGL 4.1, so almost every driver should support them.
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// But for the oldest ones, we provide fallbacks to the old double functions.
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@ -458,14 +458,14 @@ Renderer::Renderer()
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{
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glDepthRangef = DepthRangef;
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glClearDepthf = ClearDepthf;
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}
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g_Config.backend_info.bSupportsDualSourceBlend = GLEW_ARB_blend_func_extended;
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g_Config.backend_info.bSupportsGLSLUBO = GLEW_ARB_uniform_buffer_object;
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g_Config.backend_info.bSupportsPrimitiveRestart = GLEW_VERSION_3_1 || GLEW_NV_primitive_restart;
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g_Config.backend_info.bSupportsEarlyZ = GLEW_ARB_shader_image_load_store;
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g_ogl_config.bSupportsGLSLCache = GLEW_ARB_get_program_binary;
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g_ogl_config.bSupportsGLPinnedMemory = GLEW_AMD_pinned_memory;
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g_ogl_config.bSupportsGLSync = GLEW_ARB_sync;
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@ -503,11 +503,11 @@ Renderer::Renderer()
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// Else some of the next calls might crash.
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return;
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}
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glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
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if(g_ogl_config.max_samples < 1)
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if(g_ogl_config.max_samples < 1)
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g_ogl_config.max_samples = 1;
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if(g_Config.backend_info.bSupportsGLSLUBO && DriverDetails::HasBug(DriverDetails::BUG_BROKENUBO))
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{
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g_Config.backend_info.bSupportsGLSLUBO = false;
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@ -515,14 +515,14 @@ Renderer::Renderer()
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OSD::AddMessage("Major performance warning: Buggy GPU driver detected.", 20000);
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OSD::AddMessage("Please either install the closed-source GPU driver or update your Mesa 3D version.", 20000);
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}
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UpdateActiveConfig();
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OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
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g_ogl_config.gl_vendor,
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version), 5000);
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "UniformBuffer ",
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@ -535,12 +535,12 @@ Renderer::Renderer()
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g_ogl_config.bSupportCoverageMSAA ? "" : "CSAA ",
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g_ogl_config.bSupportSampleShading ? "" : "SSAA "
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);
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
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ApplySSAASettings();
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// Decide framebuffer size
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s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
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s_backbuffer_height = (int)GLInterface->GetBackBufferHeight();
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@ -561,7 +561,7 @@ Renderer::Renderer()
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// Because of the fixed framebuffer size we need to disable the resolution
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// options while running
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g_Config.bRunning = true;
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -608,14 +608,14 @@ Renderer::~Renderer()
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void Renderer::Shutdown()
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{
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delete g_framebuffer_manager;
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g_Config.bRunning = false;
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UpdateActiveConfig();
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glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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s_ShowEFBCopyRegions_VBO = 0;
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delete s_pfont;
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s_pfont = 0;
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s_ShowEFBCopyRegions.Destroy();
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@ -626,10 +626,10 @@ void Renderer::Init()
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// Initialize the FramebufferManager
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g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
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s_MSAASamples, s_MSAACoverageSamples);
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s_pfont = new RasterFont();
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ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
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ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
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"ATTRIN vec2 rawpos;\n"
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"ATTRIN vec3 color0;\n"
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"VARYOUT vec4 c;\n"
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@ -642,7 +642,7 @@ void Renderer::Init()
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"void main(void) {\n"
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" ocol0 = c;\n"
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"}\n");
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// creating buffers
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glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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@ -688,7 +688,7 @@ void Renderer::DrawDebugInfo()
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// Draw EFB copy regions rectangles
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int a = 0;
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GLfloat color[3] = {0.0f, 1.0f, 1.0f};
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for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
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it != stats.efb_regions.end(); ++it)
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{
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@ -704,78 +704,78 @@ void Renderer::DrawDebugInfo()
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x;
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Vertices[a++] = y;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x;
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Vertices[a++] = y;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x2;
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Vertices[a++] = y;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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Vertices[a++] = x;
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Vertices[a++] = y2;
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Vertices[a++] = color[0];
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Vertices[a++] = color[1];
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Vertices[a++] = color[2];
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// TO DO: build something nicer here
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GLfloat temp = color[0];
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color[0] = color[1];
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@ -783,7 +783,7 @@ void Renderer::DrawDebugInfo()
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color[2] = temp;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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s_ShowEFBCopyRegions.Bind();
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glBindVertexArray( s_ShowEFBCopyRegions_VAO );
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glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
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@ -945,11 +945,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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if (s_MSAASamples > 1)
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{
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g_renderer->ResetAPIState();
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// Resolve our rectangle.
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FramebufferManager::GetEFBDepthTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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}
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@ -998,11 +998,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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if (s_MSAASamples > 1)
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{
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g_renderer->ResetAPIState();
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// Resolve our rectangle.
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FramebufferManager::GetEFBColorTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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}
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@ -1159,10 +1159,10 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
|
||||
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
|
||||
|
||||
|
||||
const GLenum glSrcFactors[8] =
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{
|
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GL_ZERO,
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@ -1216,7 +1216,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// subtract enable change
|
||||
GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation;
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||||
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||||
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glBlendEquationSeparate(equation, equationAlpha);
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}
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||||
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||||
@ -1232,7 +1232,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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||||
{
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||||
srcidx = GX_BL_ONE;
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dstidx = GX_BL_ZERO;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
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||||
// we can't use GL_DST_COLOR or GL_ONE_MINUS_DST_COLOR for source in alpha channel so use their alpha equivalent instead
|
||||
@ -1242,7 +1242,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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||||
// we can't use GL_SRC_COLOR or GL_ONE_MINUS_SRC_COLOR for destination in alpha channel so use their alpha equivalent instead
|
||||
if (dstidx == GX_BL_SRCCLR) dstidx = GX_BL_SRCALPHA;
|
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if (dstidx == GX_BL_INVSRCCLR) dstidx = GX_BL_INVSRCALPHA;
|
||||
}
|
||||
}
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||||
GLenum srcFactorAlpha = glSrcFactors[srcidx];
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||||
GLenum dstFactorAlpha = glDestFactors[dstidx];
|
||||
// blend RGB change
|
||||
@ -1291,7 +1291,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
int tmp = flipped_trc.top;
|
||||
flipped_trc.top = flipped_trc.bottom;
|
||||
flipped_trc.bottom = tmp;
|
||||
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// Copy the framebuffer to screen.
|
||||
@ -1302,7 +1302,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
{
|
||||
// Render to the real/postprocessing buffer now.
|
||||
PostProcessing::BindTargetFramebuffer();
|
||||
|
||||
|
||||
// draw each xfb source
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
|
||||
|
||||
@ -1325,12 +1325,12 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
||||
|
||||
|
||||
drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
|
||||
drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
|
||||
drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
|
||||
drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
|
||||
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
|
||||
@ -1355,22 +1355,22 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
else
|
||||
{
|
||||
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
||||
|
||||
|
||||
// for msaa mode, we must resolve the efb content to non-msaa
|
||||
FramebufferManager::ResolveAndGetRenderTarget(rc);
|
||||
|
||||
|
||||
// Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode)
|
||||
PostProcessing::BindTargetFramebuffer();
|
||||
|
||||
|
||||
// always the non-msaa fbo
|
||||
GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer();
|
||||
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
|
||||
glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
|
||||
flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
}
|
||||
|
||||
|
||||
PostProcessing::BlitToScreen();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
@ -1422,7 +1422,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
#ifndef _WIN32
|
||||
FlipImageData(&frame_data[0], w, h);
|
||||
#endif
|
||||
|
||||
|
||||
AVIDump::AddFrame(&frame_data[0], w, h);
|
||||
}
|
||||
|
||||
@ -1521,7 +1521,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
|
||||
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
|
||||
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
|
||||
ApplySSAASettings();
|
||||
|
||||
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
||||
s_MSAASamples, s_MSAACoverageSamples);
|
||||
@ -1635,11 +1635,11 @@ void Renderer::RestoreAPIState()
|
||||
#ifndef USE_GLES3
|
||||
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
|
||||
#endif
|
||||
|
||||
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
|
||||
vm->m_last_vao = 0;
|
||||
|
||||
|
||||
TextureCache::SetStage();
|
||||
}
|
||||
|
||||
@ -1747,7 +1747,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
|
||||
auto const& tex = bpmem.tex[texindex];
|
||||
auto const& tm0 = tex.texMode0[stage];
|
||||
auto const& tm1 = tex.texMode1[stage];
|
||||
|
||||
|
||||
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user