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Render-to-texture : Remove no longer valid game list comments
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@ -907,14 +907,13 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
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#ifdef USING_GLES2
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PackFramebufferSync_(nvfb); // synchronous glReadPixels
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#else
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if(gl_extensions.PBO_ARB || !gl_extensions.ATIClampBug)
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{
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if(!sync) {
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PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs
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} else {
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PackFramebufferSync_(nvfb); // synchronous glReadPixels
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if(gl_extensions.PBO_ARB || !gl_extensions.ATIClampBug) {
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if(!sync) {
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PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs
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} else {
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PackFramebufferSync_(nvfb); // synchronous glReadPixels
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}
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}
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}
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#endif
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}
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}
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@ -1304,9 +1303,10 @@ void FramebufferManager::DecimateFBOs() {
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VirtualFramebuffer *vfb = vfbs_[i];
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int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used);
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if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
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if(updateVram && age == 0 && !vfb->memoryUpdated)
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if(updateVram && age == 0 && !vfb->memoryUpdated && vfb == displayFramebuf_)
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ReadFramebufferToMemory(vfb);
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if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
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continue;
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}
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@ -189,7 +189,6 @@ inline void TextureCache::AttachFramebuffer(TexCacheEntry *entry, u32 address, V
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if (entry->format != framebuffer->format) {
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WARN_LOG_REPORT_ONCE(diffFormat1, G3D, "Render to texture with different formats %d != %d", entry->format, framebuffer->format);
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// If it already has one, let's hope that one is correct.
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// If "AttachFramebufferValid" , Evangelion Jo and Kurohyou 2 will be 'blue background' in-game
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AttachFramebufferInvalid(entry, framebuffer);
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} else {
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AttachFramebufferValid(entry, framebuffer);
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@ -211,8 +210,6 @@ inline void TextureCache::AttachFramebuffer(TexCacheEntry *entry, u32 address, V
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if (framebuffer->format != entry->format) {
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WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address);
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// TODO: Use an FBO to translate the palette?
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// If 'AttachFramebufferInvalid' , Kurohyou 2 will be missing battle scene in-game and FF Type-0 will have black box shadow/'blue fog' and 3rd birthday will have 'blue fog'
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// If 'AttachFramebufferValid' , DBZ VS Tag will have 'burning effect' ,
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AttachFramebufferValid(entry, framebuffer);
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} else if ((entry->addr - address) / entry->bufw < framebuffer->height) {
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WARN_LOG_REPORT_ONCE(subarea, G3D, "Render to area containing texture at %08x", address);
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@ -514,19 +511,15 @@ void TextureCache::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
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//Workaround to fix a clamping bug in pre-HD ATI/AMD drivers
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if (gl_extensions.ATIClampBug && entry.framebuffer)
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{
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return;
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}
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else
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{
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if (force || entry.sClamp != sClamp) {
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if (force || entry.sClamp != sClamp) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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entry.sClamp = sClamp;
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}
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if (force || entry.tClamp != tClamp) {
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}
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if (force || entry.tClamp != tClamp) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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entry.tClamp = tClamp;
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}
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}
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}
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