From e1657fec96d1604af20dab161d8fc5a7f1a22c7f Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Tue, 3 Dec 2013 20:13:56 +0100 Subject: [PATCH] Get rid of WipeFramebufferAlpha ini-only option. --- Core/Config.cpp | 5 +++-- Core/Config.h | 1 - GPU/GLES/Framebuffer.cpp | 9 +++++---- README.md | 4 +++- 4 files changed, 11 insertions(+), 8 deletions(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index c6000d9c03..72c9a3cf0a 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -195,7 +195,9 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) { graphics->Get("PartialStretch", &bPartialStretch, partialStretchDefault); graphics->Get("StretchToDisplay", &bStretchToDisplay, false); graphics->Get("TrueColor", &bTrueColor, true); - graphics->Get("MipMap", &bMipMap, true); + + graphics->Get("MipMap", &bMipMap, false); + graphics->Get("TexScalingLevel", &iTexScalingLevel, 1); graphics->Get("TexScalingType", &iTexScalingType, 0); graphics->Get("TexDeposterize", &bTexDeposterize, false); @@ -209,7 +211,6 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) { graphics->Get("TimerHack", &bTimerHack, false); #endif graphics->Get("LowQualitySplineBezier", &bLowQualitySplineBezier, false); - graphics->Get("WipeFramebufferAlpha", &bWipeFramebufferAlpha, false); graphics->Get("PostShader", &sPostShaderName, "Off"); IniFile::Section *sound = iniFile.GetOrCreateSection("Sound"); diff --git a/Core/Config.h b/Core/Config.h index 60c4ad45d7..504f2e7da0 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -112,7 +112,6 @@ public: bool bAlwaysDepthWrite; bool bTimerHack; bool bLowQualitySplineBezier; - bool bWipeFramebufferAlpha; // this was meant to be CopyStencilToAlpha but not done yet. std::string sPostShaderName; // Off for off. // Sound diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index ebea8fe8e9..73f446998d 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -471,7 +471,7 @@ void FramebufferManager::DrawPlainColor(u32 color) { void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale, GLSLProgram *program) { if (texture) { // We know the texture, we can do a DrawTexture shortcut on nvidia. -#if defined(USING_GLES2) && !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY) && !defined(MAEMO) +#if !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY) && !defined(MAEMO) if (gl_extensions.NV_draw_texture && !program) { // Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems GLEW doesn't have a clue. // Actually, on Desktop we should just use glBlitFramebuffer - although we take a texture here @@ -627,12 +627,12 @@ void FramebufferManager::SetRenderFrameBuffer() { return; } - if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) { + /* + if (g_Config.iRenderingMode != 0 && currentRenderVfb_) { // Hack is enabled, and there was a previous framebuffer. // Before we switch, let's do a series of trickery to copy one bit of stencil to // destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout. // Ignore for now. - /* glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glstate.stencilTest.enable(); @@ -643,13 +643,14 @@ void FramebufferManager::SetRenderFrameBuffer() { //DrawPlainColor(0xFF000000); glstate.stencilTest.disable(); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - */ glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); DrawPlainColor(0x00000000); shaderManager_->DirtyLastShader(); // dirty lastShader_ } + */ + gstate_c.framebufChanged = false; diff --git a/README.md b/README.md index e08143145b..f7f1509b61 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,9 @@ What's new in 0.9.6 * Individually resizable touch controls * Add ability to switch UMD in multi-disc games (works for most) * Very basic ad-hoc online play support, to be improved in future versions - +* Support for "Immersive mode" full screen on Android Kitkat on devices that + support it (Nexus 4, etc). +* Emulate PSP-2000 rather than the 1000 model by default. Not much different in practice. What's new in 0.9.5 -------------------