mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
Swap render targets when drawing spline/beziers.
This commit is contained in:
parent
e55c05503a
commit
9e1e64d62e
@ -738,6 +738,13 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
|
||||
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
|
||||
case GE_CMD_BEZIER:
|
||||
{
|
||||
// This also make skipping drawing very effective.
|
||||
framebufferManager_.SetRenderFrameBuffer();
|
||||
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
||||
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
||||
break;
|
||||
@ -774,6 +781,13 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
|
||||
|
||||
case GE_CMD_SPLINE:
|
||||
{
|
||||
// This also make skipping drawing very effective.
|
||||
framebufferManager_.SetRenderFrameBuffer();
|
||||
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
||||
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user