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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore.
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parent
60a81a6144
commit
3f8aec5147
@ -654,7 +654,6 @@ static ConfigSetting graphicsSettings[] = {
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ReportedConfigSetting("TexScalingType", &g_Config.iTexScalingType, 0, true, true),
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ReportedConfigSetting("TexDeposterize", &g_Config.bTexDeposterize, false, true, true),
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ConfigSetting("VSyncInterval", &g_Config.bVSync, false, true, true),
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ReportedConfigSetting("DisableStencilTest", &g_Config.bDisableStencilTest, false, true, true),
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ReportedConfigSetting("BloomHack", &g_Config.iBloomHack, 0, true, true),
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// Not really a graphics setting...
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@ -184,7 +184,6 @@ public:
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bool bEnableCheats;
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bool bReloadCheats;
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int iCwCheatRefreshRate;
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bool bDisableStencilTest;
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bTimerHack;
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bool bBlockTransferGPU;
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@ -661,7 +661,7 @@ static int Hook_hexyzforce_monoclome_thread() {
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static int Hook_starocean_write_stencil() {
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const u32 fb_address = currentMIPS->r[MIPS_REG_T7];
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if (Memory::IsVRAMAddress(fb_address) && !g_Config.bDisableStencilTest) {
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if (Memory::IsVRAMAddress(fb_address)) {
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gpu->PerformStencilUpload(fb_address, 0x00088000);
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}
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return 0;
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@ -1342,7 +1342,7 @@ static void ConvertStencilFunc5551(GenericStencilFuncState &state) {
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}
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void ConvertStencilFuncState(GenericStencilFuncState &state) {
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state.enabled = gstate.isStencilTestEnabled() && !g_Config.bDisableStencilTest;
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state.enabled = gstate.isStencilTestEnabled();
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if (!state.enabled)
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return;
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@ -194,8 +194,6 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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}
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}
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bool enableStencilTest = !g_Config.bDisableStencilTest;
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if (gstate_c.IsDirty(DIRTY_RASTER_STATE)) {
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gstate_c.Clean(DIRTY_RASTER_STATE);
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// Set Dither
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@ -231,7 +229,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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// Stencil Test
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bool alphaMask = gstate.isClearModeAlphaMask();
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if (alphaMask && enableStencilTest) {
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if (alphaMask) {
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dxstate.stencilTest.enable();
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dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
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dxstate.stencilFunc.set(D3DCMP_ALWAYS, 255, 0xFF);
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@ -271,13 +271,12 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
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gstate_c.Clean(DIRTY_DEPTHSTENCIL_STATE);
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bool enableStencilTest = !g_Config.bDisableStencilTest;
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if (gstate.isModeClear()) {
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// Depth Test
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if (gstate.isClearModeDepthMask()) {
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framebufferManager_->SetDepthUpdated();
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}
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renderManager->SetStencilFunc(gstate.isClearModeAlphaMask() && enableStencilTest, GL_ALWAYS, 0xFF, 0xFF);
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renderManager->SetStencilFunc(gstate.isClearModeAlphaMask(), GL_ALWAYS, 0xFF, 0xFF);
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renderManager->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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renderManager->SetDepth(true, gstate.isClearModeDepthMask() ? true : false, GL_ALWAYS);
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} else {
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@ -467,9 +467,6 @@ void GameSettingsScreen::CreateViews() {
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return UI::EVENT_CONTINUE;
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});
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CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gr->T("Disable Stencil Test")));
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stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
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PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager()));
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bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
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