Merge branch 'patch-1' of https://github.com/raven02/ppsspp into raven02-patch-1

Conflicts:
	Windows/ppsspp.rc
	native
This commit is contained in:
Henrik Rydgård 2013-07-25 18:20:08 +02:00
commit 61351e4b59
8 changed files with 0 additions and 23 deletions

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@ -92,7 +92,6 @@ void Config::Load(const char *iniFileName)
IniFile::Section *graphics = iniFile.GetOrCreateSection("Graphics");
graphics->Get("ShowFPSCounter", &iShowFPSCounter, false);
graphics->Get("DisplayFramebuffer", &bDisplayFramebuffer, false);
#ifdef _WIN32
graphics->Get("ResolutionScale", &iWindowZoom, 2);
#else
@ -223,7 +222,6 @@ void Config::Save()
IniFile::Section *graphics = iniFile.GetOrCreateSection("Graphics");
graphics->Set("ShowFPSCounter", iShowFPSCounter);
graphics->Set("DisplayFramebuffer", bDisplayFramebuffer);
graphics->Set("ResolutionScale", iWindowZoom);
graphics->Set("RenderingMode", iRenderingMode);
graphics->Set("HardwareTransform", bHardwareTransform);

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@ -62,7 +62,6 @@ public:
std::string languageIni;
// GFX
bool bDisplayFramebuffer;
bool bHardwareTransform;
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU)
int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
@ -95,7 +94,6 @@ public:
int iCurrentStateSlot;
bool bEnableCheats;
bool bReloadCheats;
bool bFramebuffersToMem;
// Sound
bool bEnableSound;

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@ -1097,18 +1097,6 @@ void FramebufferManager::DeviceLost() {
void FramebufferManager::BeginFrame() {
DecimateFBOs();
// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
INFO_LOG(HLE, "Drawing the framebuffer (%08x)", displayFramebufPtr_);
const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.blend.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
DrawPixels(pspframebuf, displayFormat_, displayStride_);
// TODO: restore state?
}
currentRenderVfb_ = 0;
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE ? 1 : 0;
}

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@ -207,7 +207,6 @@ void GameSettingsScreen::CreateViews() {
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")));

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@ -1238,8 +1238,6 @@ void GraphicsScreenP3::render() {
} else
g_Config.iFrameSkip = 0;
UICheckBox(GEN_ID, x, y += stride, gs->T("Display Raw Framebuffer"), ALIGN_TOPLEFT, &g_Config.bDisplayFramebuffer);
UIEnd();
}

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@ -885,9 +885,6 @@ namespace MainWindow
case ID_OPTIONS_SHOWFPS:
g_Config.iShowFPSCounter = !g_Config.iShowFPSCounter;
break;
case ID_OPTIONS_DISPLAYRAWFRAMEBUFFER:
g_Config.bDisplayFramebuffer = !g_Config.bDisplayFramebuffer;
break;
case ID_OPTIONS_FASTMEMORY:
g_Config.bFastMemory = !g_Config.bFastMemory;
break;
@ -1087,7 +1084,6 @@ namespace MainWindow
CHECKITEM(ID_EMULATION_SPEEDLIMIT,g_Config.bSpeedLimit);
// CHECK(ID_OPTIONS_ENABLEFRAMEBUFFER,g_Config.bEnableFrameBuffer);
// CHECK(ID_OPTIONS_EMULATESYSCALL,g_bEmulateSyscall);
CHECKITEM(ID_OPTIONS_DISPLAYRAWFRAMEBUFFER, g_Config.bDisplayFramebuffer);
CHECKITEM(ID_OPTIONS_IGNOREILLEGALREADS,g_Config.bIgnoreBadMemAccess);
CHECKITEM(ID_CPU_INTERPRETER,g_Config.bJit == false);
CHECKITEM(ID_CPU_DYNAREC,g_Config.bJit == true);

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