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
This commit is contained in:
hrydgard
2009-03-10 22:51:17 +00:00
parent d83dd8a4ae
commit c70a472522
9 changed files with 53 additions and 20 deletions

View File

@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve. We resolve both color channels, not very necessary.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);