Get rid of WipeFramebufferAlpha ini-only option.

This commit is contained in:
Henrik Rydgard 2013-12-03 20:13:56 +01:00
parent 0bdf17b416
commit e1657fec96
4 changed files with 11 additions and 8 deletions

View file

@ -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");

View file

@ -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

View file

@ -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;

View file

@ -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
-------------------