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https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
Remove _ suffix and hide the GPU mode on GLES2
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parent
0216f52359
commit
100d336fb2
@ -241,8 +241,8 @@ void GLES_GPU::DeviceLost() {
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}
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void GLES_GPU::InitClear() {
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bool useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (!useBufferedRendering_) {
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (!useBufferedRendering) {
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0,0,0,1);
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@ -172,7 +172,7 @@ FramebufferManager::FramebufferManager() :
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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bool useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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// Check vendor string to try and guess GPU
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const char *cvendor = (char *)glGetString(GL_VENDOR);
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@ -893,7 +893,7 @@ void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, int format) {
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void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
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GLubyte *packed = 0;
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bool unbind = false;
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bool useCPU_ = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU ? 1 : 0;
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bool useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU ? 1 : 0;
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// We'll prepare two PBOs to switch between readying and reading
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if(!pixelBufObj_) {
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GLuint pbos[2];
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@ -966,7 +966,7 @@ void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
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if(pixelBufObj_[currentPBO_].maxSize < bufSize) {
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// We reserve a buffer big enough to fit all those pixels
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if(useCPU_ && pixelType != GL_UNSIGNED_BYTE) {
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if(useCPU && pixelType != GL_UNSIGNED_BYTE) {
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// Wnd result may be 16-bit but we are reading 32-bit, so we need double the space on the buffer
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glBufferData(GL_PIXEL_PACK_BUFFER, bufSize*2, NULL, GL_DYNAMIC_READ);
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} else {
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@ -982,7 +982,7 @@ void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
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pixelBufObj_[currentPBO_].format = vfb->format;
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pixelBufObj_[currentPBO_].reading = true;
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if(useCPU_) {
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if(useCPU) {
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// If converting pixel formats on the CPU we'll always request RGBA8888
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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@ -1010,7 +1010,7 @@ void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
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DEBUG_LOG(HLE, "Reading pbo to mem, bufSize = %u, packed = %08x, fb_address = %08x, pbo = %u",
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pixelBufObj_[nextPBO].size, packed, pixelBufObj_[nextPBO].fb_address, nextPBO);
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if(useCPU_) {
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if(useCPU) {
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ConvertFromRGBA8888(Memory::GetPointer(pixelBufObj_[nextPBO].fb_address), packed,
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pixelBufObj_[nextPBO].stride, pixelBufObj_[nextPBO].height,
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pixelBufObj_[nextPBO].format);
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@ -1165,13 +1165,13 @@ void FramebufferManager::DecimateFBOs() {
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fbo_unbind();
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currentRenderVfb_ = 0;
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bool thirdFrame = (gpuStats.numFrames % 3 == 0);
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bool useFramebufferToMem_ = g_Config.iRenderingMode > 1 ? 1 : 0;
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bool useFramebufferToMem = g_Config.iRenderingMode > 1 ? 1 : 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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int age = frameLastFramebufUsed - vfb->last_frame_used;
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if(useFramebufferToMem_) {
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if(useFramebufferToMem) {
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// Every third frame we'll commit framebuffers to memory
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if(thirdFrame && age <= FBO_OLD_AGE) {
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ReadFramebufferToMemory(vfb);
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@ -281,8 +281,8 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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float renderWidthFactor, renderHeightFactor;
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float renderWidth, renderHeight;
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float renderX, renderY;
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bool useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (useBufferedRendering_) {
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (useBufferedRendering) {
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renderX = 0;
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renderY = 0;
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renderWidth = framebufferManager_->GetRenderWidth();
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@ -974,7 +974,7 @@ void TextureCache::SetTexture() {
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TexCacheEntry *entry = NULL;
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gstate_c.flipTexture = false;
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gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
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bool useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
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bool replaceImages = false;
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if (iter != cache.end()) {
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@ -982,7 +982,7 @@ void TextureCache::SetTexture() {
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// Check for FBO - slow!
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if (entry->framebuffer) {
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entry->framebuffer->usageFlags |= FB_USAGE_TEXTURE;
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if (useBufferedRendering_) {
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if (useBufferedRendering) {
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if (entry->framebuffer->fbo) {
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fbo_bind_color_as_texture(entry->framebuffer->fbo, 0);
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} else {
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@ -480,8 +480,8 @@ void EmuScreen::render() {
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if (invalid_)
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return;
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bool useBufferedRendering_ = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (useBufferedRendering_)
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (useBufferedRendering)
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fbo_unbind();
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UIShader_Prepare();
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@ -189,36 +189,37 @@ void GameSettingsScreen::CreateViews() {
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ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
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graphicsSettingsScroll->Add(graphicsSettings);
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tabHolder->AddTab("Graphics", graphicsSettingsScroll);
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graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering",
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#ifndef USING_GLES2
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"Read FBO To Mem(GPU)",
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#endif
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"Read FBO To Mem(CPU)"
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};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Rendering Mode"), renderingMode, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
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graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
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graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read FBO To Mem(GPU)", "Read FBO To Mem(CPU)"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Rendering Mode"), renderingMode, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
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graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
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graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
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graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
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graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
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#ifdef _WIN32
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graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")));
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#endif
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// TODO: Does frame rate belong among the graphics settings?
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graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
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static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
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graphicsSettings->Add(new PopupSliderChoice(&g_Config.iFrameSkip, 1, 9, gs->T("Frame Skipping"), screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Anisotropic Filtering")));
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static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, 5, gs, screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
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static const char *texScaleLevels[] = {
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"Off (1x)", "2x", "3x",
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@ -229,15 +230,10 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 5, gs, screenManager()));
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static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
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static const char *texFilters[] = { "Default (auto)", "Nearest", "Linear", "Linear on FMV", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Upscale Type"), texFilters, 1, 4, gs, screenManager()));
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#ifdef USING_GLES2
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g_Config.bFramebuffersCPUConvert = g_Config.bFramebuffersToMem;
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#endif
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// Audio
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ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
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@ -266,6 +262,13 @@ void GameSettingsScreen::CreateViews() {
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tabHolder->AddTab("System", systemSettingsScroll);
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systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
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systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));
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systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Day Light Saving")));
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static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, gs->T("Date Format"), dateFormat, 0, 2, gs, screenManager()));
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static const char *timeFormat[] = { "12HR", "24HR"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, gs->T("Time Format"), timeFormat, 0, 1, gs, screenManager()));
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static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, gs->T("Button Perference"), buttonPref, 0, 1, gs, screenManager()));
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}
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void GameSettingsScreen::update(InputState &input) {
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