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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Add g_bIgnoreCFB option.

It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
This commit is contained in:
Sergey Lipskiy 2013-11-23 14:46:11 +07:00
parent 15e5947503
commit 4635e24d62
3 changed files with 4 additions and 2 deletions

View File

@ -18,8 +18,9 @@
bool g_bCopyToRDRAM = false;
bool g_bCopyFromRDRAM = false;
bool g_bCopyDepthToRDRAM = true;
bool g_bCopyDepthToRDRAM = false;
bool g_bUseFloatDepthTexture = true;
bool g_bIgnoreCFB = true;
static const GLint depthTextureInternalFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16;
static const GLenum depthTextureType = g_bUseFloatDepthTexture ? GL_FLOAT : GL_UNSIGNED_INT;

View File

@ -33,6 +33,7 @@ extern bool g_bCopyToRDRAM;
extern bool g_bCopyDepthToRDRAM;
extern bool g_bCopyFromRDRAM;
extern bool g_bUseFloatDepthTexture;
extern bool g_bIgnoreCFB;
void FrameBuffer_Init();
void FrameBuffer_Destroy();

2
VI.cpp
View File

@ -53,7 +53,7 @@ void VI_UpdateScreen()
VI.vStart = VI.vEnd = 0;
if (OGL.frameBufferTextures) {
const bool bCFB = (gSP.changed&CHANGED_CPU_FB_WRITE) == CHANGED_CPU_FB_WRITE;
const bool bCFB = !g_bIgnoreCFB && (gSP.changed&CHANGED_CPU_FB_WRITE) == CHANGED_CPU_FB_WRITE;
const bool bNeedUpdate = bCFB ? true : (*REG.VI_ORIGIN != VI.lastOrigin);// && gDP.colorImage.changed;
if (bNeedUpdate) {