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A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -72,7 +72,7 @@ void Config::Load()
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iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
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iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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iniFile.Get("Hacks", "ProjectionHax1", &bProjectionHax1, 0);
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iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
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}
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@ -84,7 +84,6 @@ void __Log(const char *fmt, ...)
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fwrite(Msg, strlen(Msg), 1, pfLog);
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Console::Print(Msg);
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}
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void __Log(int type, const char *fmt, ...)
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@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve. We resolve both color channels, not very necessary.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -284,6 +284,7 @@ void Video_Prepare(void)
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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INFO_LOG(VIDEO, "Video plugin initialized.");
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}
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void Shutdown(void)
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