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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Get rid of WipeFramebufferAlpha ini-only option.
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parent
0bdf17b416
commit
e1657fec96
4 changed files with 11 additions and 8 deletions
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@ -195,7 +195,9 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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graphics->Get("PartialStretch", &bPartialStretch, partialStretchDefault);
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graphics->Get("StretchToDisplay", &bStretchToDisplay, false);
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graphics->Get("TrueColor", &bTrueColor, true);
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graphics->Get("MipMap", &bMipMap, true);
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graphics->Get("MipMap", &bMipMap, false);
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graphics->Get("TexScalingLevel", &iTexScalingLevel, 1);
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graphics->Get("TexScalingType", &iTexScalingType, 0);
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graphics->Get("TexDeposterize", &bTexDeposterize, false);
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@ -209,7 +211,6 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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graphics->Get("TimerHack", &bTimerHack, false);
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#endif
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graphics->Get("LowQualitySplineBezier", &bLowQualitySplineBezier, false);
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graphics->Get("WipeFramebufferAlpha", &bWipeFramebufferAlpha, false);
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graphics->Get("PostShader", &sPostShaderName, "Off");
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IniFile::Section *sound = iniFile.GetOrCreateSection("Sound");
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@ -112,7 +112,6 @@ public:
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bool bAlwaysDepthWrite;
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bool bTimerHack;
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bool bLowQualitySplineBezier;
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bool bWipeFramebufferAlpha; // this was meant to be CopyStencilToAlpha but not done yet.
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std::string sPostShaderName; // Off for off.
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// Sound
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@ -471,7 +471,7 @@ void FramebufferManager::DrawPlainColor(u32 color) {
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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) {
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if (texture) {
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// We know the texture, we can do a DrawTexture shortcut on nvidia.
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#if defined(USING_GLES2) && !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY) && !defined(MAEMO)
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#if !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY) && !defined(MAEMO)
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if (gl_extensions.NV_draw_texture && !program) {
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// Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems GLEW doesn't have a clue.
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// Actually, on Desktop we should just use glBlitFramebuffer - although we take a texture here
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@ -627,12 +627,12 @@ void FramebufferManager::SetRenderFrameBuffer() {
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return;
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}
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if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) {
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/*
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if (g_Config.iRenderingMode != 0 && currentRenderVfb_) {
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// Hack is enabled, and there was a previous framebuffer.
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// Before we switch, let's do a series of trickery to copy one bit of stencil to
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// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
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// Ignore for now.
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/*
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glstate.stencilTest.enable();
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@ -643,13 +643,14 @@ void FramebufferManager::SetRenderFrameBuffer() {
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//DrawPlainColor(0xFF000000);
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glstate.stencilTest.disable();
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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*/
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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DrawPlainColor(0x00000000);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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}
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*/
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gstate_c.framebufChanged = false;
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@ -26,7 +26,9 @@ What's new in 0.9.6
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* Individually resizable touch controls
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* Add ability to switch UMD in multi-disc games (works for most)
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* Very basic ad-hoc online play support, to be improved in future versions
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* Support for "Immersive mode" full screen on Android Kitkat on devices that
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support it (Nexus 4, etc).
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* Emulate PSP-2000 rather than the 1000 model by default. Not much different in practice.
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What's new in 0.9.5
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-------------------
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