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https://github.com/dolphin-emu/dolphin.git
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[Android] Make Tegra 4 output graphics that aren't visually appealing.
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@ -65,7 +65,17 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// alpha channel should be ignored if the EFB does not have one.
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// Create EFB target.
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u32 depthType, rgbaType;
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if (DriverDetails::HasBug(BUG_ISTEGRA))
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{
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depthType = GL_DEPTH_COMPONENT;
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rgbaType = GL_RGBA;
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}
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else
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{
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depthType = GL_DEPTH_COMPONENT24;
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rgbaType = GL_RGBA8;
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}
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glGenFramebuffers(1, &m_efbFramebuffer);
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glActiveTexture(GL_TEXTURE0 + 9);
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@ -81,15 +91,15 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(getFbType(), m_efbColor);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(getFbType(), 0, rgbaType, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_efbDepth);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(getFbType(), 0, rgbaType, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// Bind target textures to the EFB framebuffer.
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@ -146,11 +156,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(getFbType(), 0, rgbaType, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_resolvedDepthTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// Bind resolved textures to resolved framebuffer.
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