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Remove Stream VBO option.
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f01279f2cf
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@ -103,7 +103,6 @@ void Config::Load(const char *iniFileName)
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graphics->Get("HardwareTransform", &bHardwareTransform, true);
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graphics->Get("TextureFiltering", &iTexFiltering, 1);
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graphics->Get("SSAA", &bAntiAliasing, 0);
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graphics->Get("VBO", &bUseVBO, false);
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graphics->Get("FrameSkip", &iFrameSkip, 0);
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graphics->Get("FrameRate", &iFpsLimit, 0);
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graphics->Get("ForceMaxEmulatedFPS", &iForceMaxEmulatedFPS, 0);
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@ -237,7 +236,6 @@ void Config::Save()
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graphics->Set("HardwareTransform", bHardwareTransform);
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graphics->Set("TextureFiltering", iTexFiltering);
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graphics->Set("SSAA", bAntiAliasing);
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graphics->Set("VBO", bUseVBO);
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graphics->Set("FrameSkip", iFrameSkip);
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graphics->Set("FrameRate", iFpsLimit);
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graphics->Set("ForceMaxEmulatedFPS", iForceMaxEmulatedFPS);
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@ -66,7 +66,6 @@ public:
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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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bool bUseVBO;
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#ifdef BLACKBERRY
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bool bPartialStretch;
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#endif
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@ -855,16 +855,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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// these spam the gDebugger log.
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const int vertexSize = sizeof(transformed[0]);
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bool useVBO = g_Config.bUseVBO;
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if (useVBO) {
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//char title[64];
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//sprintf(title, "upload %i verts for sw", indexGen.VertexCount());
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//LoggingDeadline deadline(title, 5);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_[curVbo_]);
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glBufferData(GL_ARRAY_BUFFER, vertexSize * numTrans, drawBuffer, GL_STREAM_DRAW);
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drawBuffer = 0; // so that the calls use offsets instead.
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}
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bool doTextureProjection = gstate.getUVGenMode() == 1;
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(program->a_position, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
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@ -872,28 +863,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
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if (program->a_color1 != -1) glVertexAttribPointer(program->a_color1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
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if (drawIndexed) {
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if (useVBO) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_[curVbo_]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * numTrans, inds, GL_STREAM_DRAW);
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inds = 0;
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}
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glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
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if (useVBO) {
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// Attempt to orphan the buffer we used so the GPU can alloc a new one.
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * numTrans, 0, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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} else {
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glDrawArrays(glprim[prim], 0, numTrans);
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}
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if (useVBO) {
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// Attempt to orphan the buffer we used so the GPU can alloc a new one.
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// glBufferData(GL_ARRAY_BUFFER, vertexSize * numTrans, 0, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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curVbo_++;
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if (curVbo_ == NUM_VBOS)
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curVbo_ = 0;
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}
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}
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VertexDecoder *TransformDrawEngine::GetVertexDecoder(u32 vtype) {
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@ -1299,23 +1272,9 @@ rotateVBO:
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if (!useElements && indexGen.PureCount()) {
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vertexCount = indexGen.PureCount();
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}
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if (g_Config.bUseVBO) {
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// Just rotate VBO.
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vbo = vbo_[curVbo_];
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ebo = ebo_[curVbo_];
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curVbo_++;
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if (curVbo_ == NUM_VBOS)
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curVbo_ = 0;
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STREAM_DRAW);
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if (useElements) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * vertexCount, (GLvoid *)decIndex, GL_STREAM_DRAW);
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}
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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prim = indexGen.Prim();
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}
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@ -214,7 +214,6 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
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graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
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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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@ -952,9 +952,7 @@ void GraphicsScreenP1::render() {
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UICheckBox(GEN_ID, x, y += stride, gs->T("Hardware Transform"), ALIGN_TOPLEFT, &g_Config.bHardwareTransform);
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#endif
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UICheckBox(GEN_ID, x, y += stride, gs->T("Vertex Cache"), ALIGN_TOPLEFT, &g_Config.bVertexCache);
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#ifndef __SYMBIAN32__
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UICheckBox(GEN_ID, x, y += stride, gs->T("Stream VBO"), ALIGN_TOPLEFT, &g_Config.bUseVBO);
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#endif
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UICheckBox(GEN_ID, x, y += stride, gs->T("Mipmapping"), ALIGN_TOPLEFT, &g_Config.bMipMap);
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UICheckBox(GEN_ID, x, y += stride, gs->T("AA", "Anti-Aliasing"), ALIGN_TOPLEFT, &g_Config.bAntiAliasing);
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@ -354,7 +354,6 @@ void NativeInit(int argc, const char *argv[],
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}
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#ifdef __SYMBIAN32__
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g_Config.bHardwareTransform = true;
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g_Config.bUseVBO = false;
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#endif
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// Special hack for G3D as it's very spammy. Need to make a flag for this.
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if (!gfxLog)
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@ -981,10 +981,6 @@ namespace MainWindow
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g_Config.bFastMemory = !g_Config.bFastMemory;
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break;
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case ID_OPTIONS_USEVBO:
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g_Config.bUseVBO = !g_Config.bUseVBO;
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break;
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case ID_OPTIONS_TEXTUREFILTERING_AUTO:
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setTexFiltering(AUTO);
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break;
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@ -1191,7 +1187,6 @@ namespace MainWindow
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CHECKITEM(ID_OPTIONS_ANTIALIASING, g_Config.bAntiAliasing);
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CHECKITEM(ID_OPTIONS_STRETCHDISPLAY, g_Config.bStretchToDisplay);
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CHECKITEM(ID_EMULATION_RUNONLOAD, g_Config.bAutoRun);
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CHECKITEM(ID_OPTIONS_USEVBO, g_Config.bUseVBO);
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CHECKITEM(ID_OPTIONS_VERTEXCACHE, g_Config.bVertexCache);
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CHECKITEM(ID_OPTIONS_SHOWFPS, g_Config.iShowFPSCounter);
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CHECKITEM(ID_OPTIONS_FRAMESKIP, g_Config.iFrameSkip != 0);
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