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https://github.com/hrydgard/ppsspp.git
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Merge branch 'patch-1' of https://github.com/raven02/ppsspp into raven02-patch-1
Conflicts: Windows/ppsspp.rc native
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commit
61351e4b59
@ -92,7 +92,6 @@ void Config::Load(const char *iniFileName)
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IniFile::Section *graphics = iniFile.GetOrCreateSection("Graphics");
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graphics->Get("ShowFPSCounter", &iShowFPSCounter, false);
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graphics->Get("DisplayFramebuffer", &bDisplayFramebuffer, false);
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#ifdef _WIN32
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graphics->Get("ResolutionScale", &iWindowZoom, 2);
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#else
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@ -223,7 +222,6 @@ void Config::Save()
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IniFile::Section *graphics = iniFile.GetOrCreateSection("Graphics");
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graphics->Set("ShowFPSCounter", iShowFPSCounter);
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graphics->Set("DisplayFramebuffer", bDisplayFramebuffer);
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graphics->Set("ResolutionScale", iWindowZoom);
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graphics->Set("RenderingMode", iRenderingMode);
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graphics->Set("HardwareTransform", bHardwareTransform);
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@ -62,7 +62,6 @@ public:
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std::string languageIni;
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// GFX
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bool bDisplayFramebuffer;
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bool bHardwareTransform;
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int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU)
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
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@ -95,7 +94,6 @@ public:
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int iCurrentStateSlot;
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bool bEnableCheats;
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bool bReloadCheats;
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bool bFramebuffersToMem;
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// Sound
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bool bEnableSound;
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@ -1097,18 +1097,6 @@ void FramebufferManager::DeviceLost() {
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void FramebufferManager::BeginFrame() {
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DecimateFBOs();
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// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
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if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
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INFO_LOG(HLE, "Drawing the framebuffer (%08x)", displayFramebufPtr_);
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const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
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glstate.cullFace.disable();
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glstate.depthTest.disable();
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glstate.blend.disable();
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glstate.scissorTest.disable();
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glstate.stencilTest.disable();
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DrawPixels(pspframebuf, displayFormat_, displayStride_);
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// TODO: restore state?
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}
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currentRenderVfb_ = 0;
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE ? 1 : 0;
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}
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@ -207,7 +207,6 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
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graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
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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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@ -1238,8 +1238,6 @@ void GraphicsScreenP3::render() {
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} else
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g_Config.iFrameSkip = 0;
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UICheckBox(GEN_ID, x, y += stride, gs->T("Display Raw Framebuffer"), ALIGN_TOPLEFT, &g_Config.bDisplayFramebuffer);
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UIEnd();
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}
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@ -885,9 +885,6 @@ namespace MainWindow
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case ID_OPTIONS_SHOWFPS:
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g_Config.iShowFPSCounter = !g_Config.iShowFPSCounter;
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break;
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case ID_OPTIONS_DISPLAYRAWFRAMEBUFFER:
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g_Config.bDisplayFramebuffer = !g_Config.bDisplayFramebuffer;
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break;
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case ID_OPTIONS_FASTMEMORY:
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g_Config.bFastMemory = !g_Config.bFastMemory;
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break;
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@ -1087,7 +1084,6 @@ namespace MainWindow
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CHECKITEM(ID_EMULATION_SPEEDLIMIT,g_Config.bSpeedLimit);
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// CHECK(ID_OPTIONS_ENABLEFRAMEBUFFER,g_Config.bEnableFrameBuffer);
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// CHECK(ID_OPTIONS_EMULATESYSCALL,g_bEmulateSyscall);
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CHECKITEM(ID_OPTIONS_DISPLAYRAWFRAMEBUFFER, g_Config.bDisplayFramebuffer);
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CHECKITEM(ID_OPTIONS_IGNOREILLEGALREADS,g_Config.bIgnoreBadMemAccess);
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CHECKITEM(ID_CPU_INTERPRETER,g_Config.bJit == false);
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CHECKITEM(ID_CPU_DYNAREC,g_Config.bJit == true);
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